So, they sent me these pictures of the shorts as reference.
And then, we proceed with making this rough draft and separated the regions with color groups to mark the key areas like below
Then, once we’re done with the low poly mesh, we proceed with sculpting the High Poly Mesh and then throw it to Adobe Substance Painter for baking & Painting Process below.
After we’re done with Substance Painter work, we marked the save file as post production, meaning, we no longer can remap the UV islands afterwards,
If somehow we feel the need to alter the UV map, we can go through the process called remapping, we will get into that later in future blog post.
And that’s how it’s done in just few paragraphs, in easily understand-able way.
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