To start this, I added the Mulltires modifier and sub divide it up to 3, anywhere above that number made my laptop become constipated. Slapped on some small clothing dents and fixing up the swirls, that was the end of this. I plan on adding most of my details through painting them on anyway. With less faces to push around even with multires, I couldn’t do the nose sculpt well and teeth dents.
BAKING
My normal map baked fine until I did the Ambient Occlusion which became a mess and I just decided to delete that and try and get that figure out in class with some help from others.
I sadly forgot to take screen shots during class but the reason to why it’s black was because the face orientation was in red meaning it’s not showing up, this also makes the faces disappear in substance painter so I was able to fix that. Mike was able to help me fix the chin horn (?) it was everywhere when in Material Preview view but normal in Solid view, the problem is that the in the UV it’s extremely small and the UV lines have to be restarted. With these solved, I rebaked and this is the outcome of the bakes.
SUBSTANCE PAINTER
PIXUI
Since in my character design sheet I never added colour, I had to play around and fix some colours that would go well and this is what I came up with hoping it’s not eye bleeding to look at.
SUITCASE
With these two subjects coloured and textured, I brought them back into blender. I was planning to make an umbrella but the faces for these two are 38,000 which is below 50,000 which is close. I want to pose these and then add in the umbrella in the end if I have enough extra time before deadlines.