I start with the shield and shoulder pads material. I'll go over setting up only one of the materials, since each will be the same process. Once you've set up one material, the rest will be easy That will export a Base Color map, Roughness Map, Metallic map and a Normal map. The important thing here when exporting to Cinema 4D and OctaneRender is to select the PBR metallic export settings. I import the low-res knight model to Substance Painter, bake maps using the high-res mesh and paint the model. I use the Vertex Color workflow for the backdrop for the knight, and I'll go over that later in the tutorial. I decided to do a proper texture pass though, for the higher fidelity it gives and for the added performance you get from using a low-poly mesh with normal maps. I could bypass the process in Step 1 by painting the model in Medium and then use the vertex colour information in Cinema 4D along with the high-res version of the mesh. Once everything is UV'ed, I export a low-res version of the model, and a high-res for the texture-baking process. Remember to break your model up into polygroups in order to give UV Master an easier time. I try to go as low-res as possible, for an easier time UV'ing. In ZBrush, I make a low-res version of the model using a combination of Decimation Master and ZRemesher. I made a knight in Oculus Medium and exported the model at full resolution as a FBX file to retain layers. Keep your model as low-res as possible for easier UV'ingįirst I import the character I'll be using in my scene.
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