
Along with the overhaul, I wanted to do the process of texturing properly, really do the way it’s usually done. I began to sculpture some high-resolution details on the body, mostly where the skin is more or less exposed, so I can use this to create high detailed mesh maps, like normal and ambient occlusion maps in substance painter. The following two images show the normal map and the ambient occlusion.
These mesh maps can help with the work on creating the skin texture.
When I baked those maps, I ran into a couple of problems that affected several of the maps. I tried to follow along a bunch of tutorials for reference but there were still issues. After some self-diagnosis I finally found the issue (some setting had to be changed, something that no tutorial I could find, show). It finally baked properly, and I could get to work on the skin. The program has some pretty good procedural skin materials that I used as a base.
With some artistic freedom this is how the skin turned out. I did some research on animal skin, and for canines like wolves, they have pale skin with dark parts that are exposed to the environment. This also fits well with a picture I once saw of a hairless raccoon, that showed pink beige skin with dark brown skin where there are less hair.
I then exported the necessary images I needed, opened up Blender to see how it all looks. It turned out pretty nice. Next will be the nails, mouth and eyes. :D
ShadowHound
2024-11-19 03:24:19 +0000 UTCRaweTheWolf
2024-11-18 21:23:16 +0000 UTCShadowHound
2024-11-18 18:14:18 +0000 UTCRaweTheWolf
2024-11-18 15:31:06 +0000 UTCMikey
2024-11-18 15:24:56 +0000 UTC