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Advanced texturing in substance painter
Advanced texturing in substance painter











advanced texturing in substance painter

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advanced texturing in substance painter

  • Simon Fenton Dean / Director of Interactive and Realtime FlippedNormals - Character Face Texturing in Substance Painter by Henning Sanden (2022) 3.01GB: Pixologic ZBrush 2022.0 Win 圆4: 1.69GB: VideoSmile - Substance ( ) (2020) 7.21GB: ArtStation - Authoring Props For Games by Ben Keeling (Blender, ZBrush, Substance Painter, Marmoset) (2020) 2.
  • Afterward, I used the Damian Standard, Standard, and Inflate brushes to hand-sculpt missing details and unique character features, such as eye and lip creases. I made sure to store a morph target before this and used it to clean up any artifacts or unwanted details.

    advanced texturing in substance painter

    I then subdivided the mesh to subdiv level 7 and proceeded to create layers to apply the various levels of skin details from the VFace multi-displacement texture pack. References of real faces, face sculpts, and scans were valuable for achieving the desired appearance. I then subdivided the mesh and manually sculpted secondary details, including eye corner forms and underlying bony and cartilaginous forms in the brows, forehead, nose, jaw, and chin. This provided a clean topology with optimal edge flow. This allowed me to use bigger eyes and slightly different proportions, but not as much as Disney princesses.Īfter finishing the initial dynamesh sculpt, I used ZWrap to apply the geometry of a VFace head model from the TexturingXYZ website. However, during reference gathering and considering the nature of the concept, I decided to go with a semi-realistic look for the face, similar to the Alita: Battle Angel movie. Initially, I focused on creating a fully realistic character.













    Advanced texturing in substance painter