Hey snorrow, looks great!.. i love the colours! I'm not familiar with that kind of style so would love to receive a mini breakdown about it about texture would be awesome!
Hi BestiART , thank you! About the texturing process, it entirely comes from a high res sculpt https://www.artstation.com/artwork/PmXkr8 I import my high res and game res in maya. Then I export an exploded version to xnormal. Exploding your mesh allows you to avoid baking artifacts when differents parts are overlaying or simply too close. Then I choose to bake normal map, bent normal map and AO. I use the green channel of normal map and bent normal map to generate some fake lighting infos. (A ncie thing would be to also bake a top down gradient) Once I'm happy with my grayscale values, I use gradient maps per uv island in photoshop to set the color palette. It's quick and very powerfull. After that still a lot of retouching in 3d coat to give it a more handpainted look (like fake reflections, scratches...).
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I'm not familiar with that kind of style so would love to receive a mini breakdown about it about texture would be awesome!
I import my high res and game res in maya. Then I export an exploded version to xnormal. Exploding your mesh allows you to avoid baking artifacts when differents parts are overlaying or simply too close.
Then I choose to bake normal map, bent normal map and AO. I use the green channel of normal map and bent normal map to generate some fake lighting infos. (A ncie thing would be to also bake a top down gradient)
Once I'm happy with my grayscale values, I use gradient maps per uv island in photoshop to set the color palette. It's quick and very powerfull. After that still a lot of retouching in 3d coat to give it a more handpainted look (like fake reflections, scratches...).