Left to Right Close up
I hadn’t used Substance Designer before, but I was interested in trying it as an alternative method for creating textures for the Medusa environment. Over the weekend, I spent some time learning how it works. I followed the tutorials on Adobe’s website step by step to get a better idea of the process. For the dirt material, I wanted it to stand out, so I gave it a more unique appearance.
After making my Maya models with high-resolution, I moved them into ZBrush so I could sculpt them. I made certain to include references from both life and sculpts from several artists I found on ArtStation.
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