Texturing
Below is a video demonstrating how I set up my colouring in Substance Painter. I’ve also displayed a gallery with close-ups of different elements of the textures in 4k resolution. All textures were created within substance painter, using a combination of smart materials and my own manipulations of fill layers and mask generators.
I found that I had some difficulties with some of the texturing resulting from errors earlier in the pipeline. I had to go back and forth many times, correcting my Low-Poly model and reimporting it into substance painter before I was happy with the final result. You can see the artefacts of this process in the Texture Set List. Some of the mistakes were as simple as overlapping poly’s, while others involved triangulation and normal direction and were more complex to correct. I’ve learnt a lot from experiencing these mistakes and will ensure not to make the same ones again in future projects.
My final design differs in a few elements from my original intentions and original description. While texturing, I experimented with colour variations and decided that using white and blue cloth didn’t give Leona quite the realistic look I was going for. With white and blue cloth, she looked much more like a Fantasy game character and less like a Medieval game character. Therefore, I opted for darker black and brown materials to give her that Medieval Game of Thrones (HBO, 2011) / Dungeons and Dragons (Gygax and Arneson, 1974) look.
Aside from those changes, I tried to stick quite closely to my initial ideas, combining and mixing my own thoughts with inspiration references along the way. I’m pleased with the overall result, and I feel it reflects Leona’s personality quite closely. Below, I include some of my progress images and colour trials while texturing.
References:
HBO, 2011. Game of Thrones. [image].
Gygax, G. and Arneson, D., 1974. Dungeons & Dragons. TSR (1974–1997), Wizards of the Coast (1997–present).
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