Development - Texturing
Before starting my texturing, I knew I wanted to have a focus on skin details and making everything my hand to improve both my skills and knowledge of texting skin.
I imported my Normal and AO maps created in ZBrush into Painter applying them onto my character and baking the rest of the textures seperately.
I started my texturing by adding a red layer as a base to give the skin a realistic pigmentation. I also added a little purple to further imitate the different colours of the skin in areas like around the mouth and under the eyes. I would then add my skin colour on top of this allowing me to change the colour range where I wanted. The important thing for me was to keep the textures organised and able to be changed easily whenever needed.

Taking advantage of the layers, I was able to slowly paint up the skin adding the details I was looking for. I made some parts of the skin show the bottom red layers more than other areas to show how inconsistant the skin can be. I then began to add more height skin details on top of my sculpted details to show through pores around the nose, bumps on the skin and roughness to the neck. I also began to add details that would be seen around the beard where hair would have been cut to a very short stubble.
I began to add painted hair details that would lay under the hair cards giving the hair more detail and depth, as well as blending in where the hair starts. The hair cards alone left gaps between the hair making it look choppy, but with the painted hair layer under, I really happy with the final result.
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