When I imported the new roughness map into the Arnold shader, it was working pretty well. Here's the skull with the roughness channel on, and here's what it looks like inside Substance painter. The base for the map was the previous one, except with the added details. Yesterday I decided to give the roughness map some more detail and manually paint roughness into the small cracks and pores of the Skull, as well as occluded areas which would be dirtier. Here's the result render in Arnold at that point. Afterwards I made a simple roughness map in Substance Painter which simply made the teeth slightly glossier. I then baked normals, displacement and texture maps. I made a skull in Zbrush, then did the retopology in Maya with 3 UDIMs.
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