3D Week08-11 | Flying Gurnard Fish Sculpt



WEEK THREE  |  Texturing in Substance was done this week as well as displaying the final in Unreal.







In Substance editor



Coloring/opacity layer reference

Underbelly reference





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WEEK TWO  |  With Nick's notes, I have added textures by using alphas and creating my own brushes as well as deeper defining areas and adding a few wrinkles in jointed / movable areas.







Custom Brush for the main torso scales

Wireframes

Cuts for UV

UVs

For part three, in Substance painter, I am going to try and use alpha masks similar to this goldfish model and with this work process:
  1. Switch to the shader which includes alpha.
  2. Above the channels, there's a PLUS SIGN on a tiny button. Click it and add an Opacity channel.
  3. In this example, create a fill layer.
  4. In the properties of the fill layer, you'll see color, heigh, opacity, rough, and metal.  Make sure OP is selected. You can now change the greyscale value with a slider, thus selecting what opacity this surface has.



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WEEK ONE  |  This week I learned how to start a sculpt solely in ZBrush.  This is the model that resulted.









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