
This 3D asset would be imported and used as the surface/object to paint on.

Substance Painter displays and exports all textures in the PBR format so they’ll import straight into a game engine with the exact same result.īefore you get into Substance Painter you first need a polygonal model that has been properly UV unwrapped. This means you can see edits in real-time so you know exactly how your texture will turn out. You have the options to paint both on the 2D maps as well as straight onto the 3D model in the 3D viewport.

Some examples include 8k texture baking, real time PBR material workflows, and many material pre-sets. It has several incredibly useful features that I will go into later. Its advanced masking and procedural texturing tools allow you to make textures that are much harder to achieve in purely 2D programs like Photoshop. The main purpose of Substance Painter is to texture models. It can be likened to a 3D version of Adobe’s Photoshop for digital painting work. That means if you buy something we get a small commission at no extra cost to you( learn more)Īllegorithmic’s Substance Painter is an incredibly powerful 3D painting tool. Afterward, I used the Damian Standard, Standard, and Inflate brushes to hand-sculpt missing details and unique character features, such as eye and lip creases.Tips 3D Written by Thomas Denham Disclosure: This post may contain affiliate links. I made sure to store a morph target before this and used it to clean up any artifacts or unwanted details. I then subdivided the mesh to subdiv level 7 and proceeded to create layers to apply the various levels of skin details from the VFace multi-displacement texture pack. References of real faces, face sculpts, and scans were valuable for achieving the desired appearance. I then subdivided the mesh and manually sculpted secondary details, including eye corner forms and underlying bony and cartilaginous forms in the brows, forehead, nose, jaw, and chin. This provided a clean topology with optimal edge flow. This allowed me to use bigger eyes and slightly different proportions, but not as much as Disney princesses.Īfter finishing the initial dynamesh sculpt, I used ZWrap to apply the geometry of a VFace head model from the TexturingXYZ website.

However, during reference gathering and considering the nature of the concept, I decided to go with a semi-realistic look for the face, similar to the Alita: Battle Angel movie. Initially, I focused on creating a fully realistic character.
