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In this chapter, I will show you a time-lapse of me texturing the different outfit components.
I use a combination of techniques in my process.
For example, for the vest and pants, I use Projection to create a base texture
where you use images to paint base color, height, or roughness information
onto the mesh.
This is much like the stencil tool in Blender.
On top of that, you can use smart materials
and procedural effects like edge wear or ambient occlusion generators,
fill layers,
and all that beautiful stuff that Substance Painter is capable of.
And as the last step, I usually do some
hand painting for additional stitches, zippers, ornaments, etc.
Before I shut up and let the time-lapse run, a quick tip for baking.
The two main parameters that you can play with
is the frontal and rear distance, which is the distance
where rays will be projected from the high poly to the low poly mesh.
If you get artifacts in your baked maps, try reducing or increasing this distance.
Also set the texture resolution of the baked maps to 1K or 2K
to increase the baking speed as long as you are testing and adjusting
and then increase it to 8K for your final bake.
All right. That's it from me for this chapter.
Enjoy the rest of the video.
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