In this week’s class, we looked into adding in the detail and baking the maps so we can add in detail and colour for our creatures but for now we were to experiment with the elephant from last week. We first applied the multitres modifier and adjusting the digits to around 4 or 5 depending on how well the computer handles it before starting to scultp in details before turning the viewpoint to 1. This removes the heavy changes to the model for the normal map to understand.

In this lesson we also looked at custom brushes, these allow us to create fine details or repetitive designs. I didn’t really do any of that in this piece but I did take notes just in case I may want to use these. (Help I keep forgetting the last letter in words)

Now it’s time to bake some normal. I split the screen into 3 sections, the sculpt, image editing and shader editor. After changing up the settings in Render to bake the normals and Occlusion, I was able to then bring this into substance painter to add in some extra colours and textures.



I finished giving this elephant some colours and some light texture in Substance Painter and then it was to transfer this back into Blender, since I already had a normal and Ambient Occlusion, I can untick the boxes and bake. I brought the textures back into Blender and joined them up, this is pretty much the same steps with the last assignment but we’re just baking the normal and ambient occlusion in blender rather than substance painter.


