For this week's project, I took the high-res meshes into Zbrush and gave them sculptural details. Then, the meshes were baked in Substance Painter and given texture. I used the curvature generator and a paint layer for the base colors and highlights of the textures then used many paint layers with black masks on fill layers after that. I used a real crab claw as reference/inspiration.
(Because of the colors, Unreal Engine thought the Base Color map was a Normal map!)
Reference
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