UV mapping:

I utilised the class demonstration on UDIM workflow to get and even amount of details on my body parts. It organised my uv map as which helped when masking on substance painter.

problem solving:

  • Because I made some mistakes initially with my UV mapping my lecturer suggested I continued with my detailing, take the low poly version of it and use it for the UV mapping. My mistakes were because I didn’t want the textured to stretch on the model, I did a lot of cuts in unnecessary areas, an even forgot to do one on the finger which made the uv map overlap itself on that area.

I looked at a lot of online references seen in the PureRef below, on how other people did their uv mapping, and the suggestion of our lecturer to hide these cuts and think of them like the seams on clothing. The only problematic part was the head because of how the Uvs stretched on the nose, I did my best to cut the uvs using animals with long snouts like dogs as a reference here as well.

But it eventually was not an issue in substance painter.

this is how I generally cut the uvs

this is the final result.

I didn’t change the cloth yet at this stage, but I separated with another element that is currently non-existent at this stage( the lumps of mud on his feet).

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