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In this chapter, I will show you a time-lapse of me texturing
the different outfit components.
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I use a combination of techniques
in my process.
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For example, for the vest and pants,
I use Projection to create a base texture
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where you use images to paint
base color, height, or roughness information
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onto the mesh.
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This is much like the stencil tool
in Blender.
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On top of that,
you can use smart materials
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and procedural effects like edge wear
or ambient occlusion generators,
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fill layers,
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and all that beautiful stuff
that Substance Painter is capable of.
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And as the last step,
I usually do some
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hand painting for additional stitches,
zippers, ornaments, etc.
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Before I shut up and let the time-lapse
run, a quick tip for baking.
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The two main parameters that you can play with
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is the frontal and rear distance,
which is the distance
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where rays will be projected
from the high poly to the low poly mesh.
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If you get artifacts in your baked maps,
try reducing or increasing this distance.
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Also set the texture resolution
of the baked maps to 1K or 2K
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to increase the baking speed
as long as you are testing and adjusting
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and then increase it
to 8K for your final bake.
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All right.
That's it from me for this chapter.
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Enjoy the rest of the video.
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