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Low Poly Modular Characters Using Substance Materials/Textures?

polycounter lvl 5
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dproeder polycounter lvl 5
I'm currently working on a project that uses a Zombie Horde as the enemy. Its target is Mobile so Low Poly/Low Res Textures are called for.

I was wondering how the workflow would go creating a base model that uses a Substance material that switches up...

- Clothing
- Flesh Damage
- Hues

The end result would be a single base mesh character that has dozens of different variations using Substance to mask out parts of the UV map and overlays different details in specific areas.

This would give the programmer/designer the ability to randomly create the horde without having to wade through a handful of separate materials.

Here are some visuals.


Reference Look

MainLook.jpg



Base Model/UV

Base.jpg



There are a few tweaked models that use most of the same Verts and UV Space too.

Astronaut Zombie

Atro.jpg



Femme Fatale Zombie

Femme.JPG



My Proposed Workflow In Mind ATM

- Sculpt Basic Detail in Zbrush
- Polypaint Base Color
- Pull AO, Spec, Cavity Masks out of Sculpt
- Complete Base Zombie Texture

- Go back to original Sculpt
- Sculpt full body damage Model
- Pull Maps from new sculpts
- Go back to original Sculpt
- Sculpt Clothing
- Pull Maps

- Use Substance to setup a masking System From all the different Sculpt Bakes

I'm still rather new to Substance so anyone with Experience with this type of Modular Setup would be cool to hear from!

Thanks.
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