Week 3 of our medium complexity character has me saying my final goodbyes to my antlered friend. Most of my work today was done in substance painter save an error I encountered because I had to take a second pass at softening my mesh.
Step 1. Bake High Poly
I only had to re-bake my mesh because I didn't soften my edges enough in my Maya Export, which I only noticed once I started to dive into the painting process.
Step 2. Fill
I started with the Deer's base color coat and worked with that as my background for the rest of the texturing process.
Step 3. Details
I wanted to take care of the tail first and use that as a rubric for how I would approach the rest of the texturing process because it was an island of detail that I could use to test how things looked. Once I was mostly satisfied with the result I moved on to larger texturing spaces.
Step 4. Large surface Color
Here I took a crack at the antlers and general coloration of the body of the deer. I wanted to save the orange/gold highlight on top so I mostly kept to darker tones everywhere save the chest fur. I tried a couple times to get the lightness of the fur just along those sculpted tufts but unfortunately it just never turned out the way I would have liked.
Step 5. Highlights and Fur Blending
Here I feel the mesh really came to life, the addition of the oranges to the deer's coat really helped it to feel vibrant and alive. To contrast the purples at the deer's feet help to bring the viewer's attention higher on the figure while still looking at home with the rest of the very warm tones.
Step 6. Universal Rough and Metalic
Here I simply took a fill layer and turned off the color, normal, spectacular, and emissive channels to give the mesh a universally applied amount of roughness and metallic. I'm a big fan of matte looks on models, especially for living creatures so I kept the values below .5.
Step 7. Emissive Eyes and Antlers
The final element I added in Substance Painter was touches of blue at the tips of the antlers, a few dots along the body of the antlers, and finally the deer's eyes. The base color of these dots is a darker blue with a lighter blue as the emissed color. I think the emissed color is a little strong, so I'd like to work to show off the base color a little more in the future.
Step 8. Import into Unreal and Spin
It'd been a good bit since I set up my fish rotation so I had to knock the rust off with such a simple blueprint but nothing a few minutes of testing couldn't fix.
Strangely, my attempts to export an optimized .GIF actually ended me with a much larger file than when I exported an unoptimized file.
Final Note:
Something interesting happened when I was working in substance painter and wanted to add the Emissive channel to the texture set, when I clicked the + to add the channel I saw it highlight as if it were clicked but no menu to speak of. However, when substance was the only thing up on my monitors, I noticed substance had placed the menu up on the screen above my cintiq. I'm not sure if this exclusive to tablet style displays but I'd be interested in testing to see if it happens and just let people know if you don't see a menu you should, check your other monitors.