Texturing
For texturing, I started with the biker jacket. I made the base for the leather texture using a height layer with a black mask to which I added a Fill with a Cells procedural. I also used levels in order to have more control over the mask.
I then added some roughness variation as well as some dirt using procedurals, since the jacket is supposed to be a rebel's jacket and hence, less better kept and dirty.
I also added some blood stains since they give a nice effect and more variation to the texture, as well as another story element to the piece. Why is it bloody? Who did they fight?
Using mask editors I added some ambient occlusion and very subtle edge highlights.
Following my concept, I drew a Skull design in Photoshop, then used it as a mask for the drawing on the back of the Jacket. I added dirt, roughness variation and used a blur slope filter in order to create the rough edges of the skull and blend them nicely with the dirt texture, making it look worn out and faded.
Using designs I drew in Photoshop and height layers, I made the badges. The big "A" letter textile badge was supposed to be made in the same way, but the folds of the jacket showed through it, so I ended up making it using geometry. I added some rougher spots to the smaller badges, as if the plastic was old and dirty and some dirt. I had to mask out the leather texture underneath manually, but it was worth it in the end. I think the badges add more personality to the jacket, a playful yet deadly vibe. The person wearing this is definitely not sane (The "A" stands for anarchy, for the record :)) ).
For the metal, I used an old metal texture I made and modified it for more wear and tear, added some rust texture and the blood spots, as well as highlight the edges using two lighter layers and a mask editor generator: one for the softer, bigger highlights and one for the finer ones.
I also added the emissive layers and masked out the rest of the textures in those places.
And this is the outcome:
For the military jacket I made a textile mask using substance designer and imported it into substance painter in order to get the material height detail.
I then added the base colour as well as some ambient occlusion and edge highlights using mask editors. Using procedurals, I gave it some subtle colour variation too.
For the metal, I used a gold texture I made a while back, this time taking out some of the wear and tear layers and changing the colour slightly, in order to make it seem newer and well kept. I also added the details on the gold trim and sleeve cuffs using a height layer, then baked them into the normal map.
I wanted the medals to look really shiny, maybe even over polished, so I only added some roughness variation and fingerprints using just roughness layers. I also gave the edges a lighter, greenish glow, as if they'd been polished too much and to add in some colour variation.
I then added the emissive bits and this is the outcome:
For the mannequin I used a layer of a dirty white colour and set the roughness low so it would look like the shiny material used for fashion mannequins in shops. I added some colour and roughness variation using procedurals and some ambient occlusion using a layer with a black mask and a mask editor.
Final Steps
I took everything and put it together in Engine, built the lighting and the materials. Using the emissive texture exported from substance painter I also made the pulsing dynamic material.
I had a little problem with some stretching on the military jacket textures, which weirdly didn't show in substance painter, but I fixed it by hiding the seam of the UV underneath the gold trim rather than have it come straight down on the jacket. Even weirder, though, this didn't show up on the biker jacket, which had been unwrapped in the exact same way.
I had a similar problem when presenting my work in Marmoset, but importing the mesh from Substance Painter somehow fixed the problem.
And the final product:
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