How did I deal with…?

Texturing a Character for Render Time Using Substance Designer and Painter

The goal of this project is to make a short film with 1 animated character and a natural background. Here is a video sample from the composited short film.

Short film showing character only Short film showing character only
Post‑produced short film showing main character only.

These are the steps I'm following to accomplish this exercise:

Textures for Material

This is what the character looks like once lighting and textures are applied in a material inside a render engine (Arnold):

All textures in one material All textures in one material
All textures applied to one Arnold material

And this is what the same textures look like when isolated inside the same material:

Diffuse texture Specular texture Subsurface scattering texture Diffuse texture Specular texture Subsurface scattering texture
Textures rendered one by one in the same material.

Note that the goal of using a third party software to generate textures (e.g. Substance Painter) is to make them transferable. You can reuse your textures independent of your render engine. In this case I'm using them first in Mental Ray and later in Arnold. Only the name of the slot in the material changes, but the functions in the PBR system remain the same.

Opening UVW in geometry

Here you can see the UDIM UVW:

UDIM UVW 1 UDIM UVW 1 UDIM UVW 1 UDIM UVW 1 UDIM UVW 1 UDIM UVW 1 UDIM UVW 1 UDIM UVW 1
UVW from character UDIM after retopology. These UVW are the basis for the texture painting.

Importing Normal and Displacement Maps from ZBrush:

Face normal map Legs normal map Torso normal map Arms normal map Face normal map Legs normal map Torso normal map Arms normal map
Distributing UDIM for normal maps
Face displacement Legs displacement Arms displacement Face displacement Legs displacement Torso displacement Arms displacement
Distributing UDIM for displacement maps

Extracting PBR Textures

I'm using the displacements and normal maps as a template for the rest of the textures. Color texture painted by hand:

Face color Legs color Torso color Arms color Face color Legs color Torso color Arms color
Color maps

Hand painting Reflectivity textures:

Face reflectivity Legs reflectivity Torso reflectivity Arms reflectivity Face reflectivity Legs reflectivity Torso reflectivity Arms reflectivity
Reflectivity maps. I'm painting glossiness, specular roughness, and reflection color maps for the Mental Ray shader.

Painting by hand Subsurface Scattering:

Face backscatter Legs backscatter Torso backscatter Arms backscatter Face backscatter Legs backscatter Torso backscatter Arms backscatter
Backscatter maps. I'm also hand painting epidermal and subdermal maps for the mental ray shader.

Compositing Textures

The next step is to render the animation in elements (VRay) or AOVs (Arnold) into an EXR file queue and composite them in Nuke:

Composited textures Composited textures
Compositing character EXR queue in Nuke.

If you want to find out more about PBR texturing, shaders, materials, lighting, rendering and compositing, click on these case study links:

Texturing buildings for real time environment
Texturing Buildings

Texturing buildings for real time environment, modeling and UVW in 3DS Max, hand painting textures, applying to materials.

Rendering prop asset
Rendering Prop

Rendering and Compositing a Prop Asset Skateboard Bag, Using Maya, ZBrush, Mental Ray, EXR, and Nuke.

Compositing
Compositing Short Film

Compositing short film using Nuke by rendering EXR and grouping background, character, volumetric lights, simulations and optical effects.

Rendering interior environment
Rendering Interior Env.

Rendering an interior environment through animatics and concept, HDRI lighting, texturing, simulating VFX with Maya Nucleus, rendering EXR, Nuke comp.

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