Texturing:

When it comes to texturing my references were mostly my concept, and the references used for that concept such as the cows, I had an idea of what I wanted to do. It felt slightly overwhelming in my head, so I took the same approach of starting off with a block out. I blocked out my colours to get a first glance at what my model would look like, to get the right colour match and I started adding details

I used the smart materials and took some elements I liked from them and mixed them together to get the result I did, like the veins and pores, I took those textures and added them onto another kind of skin smart material.

I thought of adding a branding on his arms to symbolise the fact that he is own by the family on the farm. The initial one I did, looked way too fresh for it to be a scar, and my lecturer suggested to make my own alpha instead of using what was available on substance.

The alpha I made:

I simply switched from dark red to a light pink and inverted the height instead of going into the body, rather go out of the body.

Reference for the better brand:

Before:

after:

I continued to alter the textures even until I was almost done with unreal engine, it was simple to replace them, so I felt comfortable to go back and forth and adjust the roughness according to the environment, change some colours and add more dirt.

Mud clumps:

-I textured it on its own with more dirt built up on his foot, which I did after some feedback from my lecturer because I was a bit lost on what else I could do for the model.

here are some of my notes on my feedback.

I kept it simple with the mud clumps on his legs.

I reworked on the cloth:

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).