This exclusive, free tutorial series will explore game character creation workflow. I will cover my entire process of taking a concept through to the final game asset.
You can see how the concept was designed by Marc Brunet on LayerPaint in his two-part tutorial
During this tutorial series I will cover:
1. Blocking in the proportions
2. Sculpting the face
3. Sculpting the armor
4. Creating the armor meshes
5. Finalizing the details
6. Creating the low poly model
7. UV unwrapping and texture baking
8. Texturing the armor
9. Texturing the face
10. Model presentation in Marmoset
I hope you'll find this series of helpful in some way and if you have any questions feel free to contact me. Let's get started!
Texture the armor
Step 1: Base colors
During the texturing phase I have my model imported into Marmoset to check how the textures are looking as I'm working on them. In Photoshop, create a group called "Bakes" and inside the group put the Ambient Occlusion map and the Cavity map. Set the blending mode for the Occlusion map to Multiply and above that layer, set the Cavity map to Overlay and the layer opacity to around 50%.
Create a new group called "Base Colors" under the bakes group. Using the Selection mask that we baked from xNormal, begin selecting the different areas of the texture and create a Solid Color layer for each color needed. Using Solid Color layers gives us the option of being able to quickly adjust the base colors later on.
Step 2: Variation and texture
Create 2 new groups above the base colors group. Name the first group "Textures" and name the second "Color Variation". In the color variation group create 2 new layers and set the layer blending modes to Overlay.
For the first variation layer, use a grunge brush and paint using black and white to add some variation to the armor panels - but keep it subtle! For the second variation layer, paint some more vibrant blues, reds, greens and yellows over some parts of the armor to add some subtle color variation - but keep the opacity low.
Within the Textures group, I create a group for each type of material. For the metal group I use 3 tileable metal textures and set the blending mode to Soft Light with the layer opacity between 10% and 30%, and a metal noise layer on top with the blending mode set to Overlay and the Opacity around 5%. Use a mask for the group so that the metal textures are only applied to the metal parts of the armor.