Character texturing workflow

Character texturing workflow

Anonymous
Not applicable
563 Views
2 Replies
Message 1 of 3

Character texturing workflow

Anonymous
Not applicable

When texturing a character is it better to bring the entire character with clothing and all the parts into substance painter together and simply have the different materials split into different udims, or should I be making different materials for the different pieces (example: skin, boots, eyes)

Accepted solutions (1)
564 Views
2 Replies
Replies (2)
Message 2 of 3

daunish
Collaborator
Collaborator
Accepted solution

Really it doesnt matter. Its just a question of how you prefer to work. Or what the end product is.

 

For example if you are exporting the character to a game engine and need things lite, then fewer shaders can be better.

 

However, if you are rendering in Maya, then do what works best for you.

Typically for me, I'll group objects with similar shader properties together, then split them up further by interchangeable parts.

So let's say, body, Eyes, clothes are three different materials, each with its own udim sets. But I'll go further and split up the shirt and pants into two different materials, that way when I wanna shake things up I don't have to mess with both material sets.

 

Again, whatever you want. Hope this helps.

Message 3 of 3

Anonymous
Not applicable

Thank you so much! that really helps. I think I will split it up into different materials then so I can adjust the materials easier.

0 Likes