Character UV unwrapped and multi-res modifier applied

After the long process of re-topology was completed I then unwrapped Reggi’s model and applied a multi-res modifier to recover the majority of the details before creating a Normal map and an Ambient-Occlusion map for use in substance painter. this aspect of the design process was mostly consisted of trail-and-error of marking seams and baking maps and testing if they worked with substance painter the one difficulty I found was with some of the normals being positioned in the wrong orientation which was fixed with retaliative ease using Blenders Normal-projection overlay and I simply selected the normals that were positioned in the wrong direction and flipped them which immediately rectified this issue.

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