soma - Mada's finished textures


finished the textures ! baked some AO's in Topogun as xnormal didn't want to comply this time around. AO's were put on a multiply layer to give a little extra sparkle n' depth to make the neutral lighting pop better. (as i painted minimal specular highlights) I'd say it's about 80% hand painted and a real good practice. the textures are 2k but they could be resized to 1k with no problem. In this case it's not a big deal for them to stay 2k.

soma - Mada's Texturing - Explanation

I wanted to give a little explanation into how I am going about texturing Mada with help of some old but gold handy dandy software named 3D-Coat. I used to use this a few years ago and whilst it can stand alone as its own program I like to use it for its 3D space texturing. It has a slightly wonky bridge with Photoshop but its ability to make seamless textures is more than convenient.





All of Mada's clothing has a seam right down the centre at the back. But if I paint the details and major overlapping elements in 3D-coat it deals with them as if the seam isn't even there. So I can go from 3D-coat as a basis to lay down the basics and then go into Photoshop for details! My only note is that because 3D-Coat's bridge with PS is a little wonky, I am working quite destructively and mass-merging my layers every so often to keep things light.

: b)


the current texture map !


soma - mada finished model + UV's






Model + UV's. Texture in progress working at 2k and managed to put everything on to one map rather than several. The past 2 days I learnt how to use Substance Painter to add to the ol' repertoire. I also decided against using Marvellous Designer during creation as I'd wanted to use for the clothes originally. However because I had no full body underneath the mesh it would have been tricky. Mid-creation I felt the pants I’d been drawing Mada in weren’t material-appropriate and thinner shorts made more sense. So I drew that up to see if my thought made sense. I think it did !

Currently the texture has baked in lighting, and so I need to go forward and bake a proper AO map as well. Then I can paint over it and add details. I’m not using normal maps across the board for this project except in the hair and I have made a high poly in zbrush to bake down for that purpose. Snapshots are flat-lit without lights. i fixed the hand topology from last time too !

soma - model updates




Updates of Mada's model. I decided to not use zbrush and just go with box modelling to focus on topology from the beginning. It took a lot longer than usual with how I'm used to doing things. In the top shot I wasn't happy with the face so I did however bring it into zbrush to quickly move the eyes around without messing up the verts. 

I currently need to sort the hands out as I want to put edge loops around the tops of the fingers (where I drew over them) without the loops leading into the arms and the rest of the body. 

I only need to make the torso and arms because the pants and shoes will cover it up ! On the other hand I wanted to use cloth simulation for the shirt so most of the torso needs to be made.