Categories
Product Release
Pitch & Produce
News
Learning
Featured Story
Events
Tags
Product
Character Creator
iClone
Cartoon Animator
AccuRIG
ActorCore
Smart Content Manager
Plugins & Pipelines
ZBrush
Photoshop
PSD Pipeline
Vector Pipeline
Headshot
Auto Rig
Motion LIVE
Illustrator
Blender
SkinGen
Cinema 4D
After Effect
Unreal
Omniverse
Maya
Unreal Live Link
Unity
MetaHuman Live Link
3ds Max
Marvelous Designer
Daz
Motion Link
Iray
Application
Music Videos
Social Media
Animation
Cartoon
Comics
Commercial Ads
Previz
Conceptual Art
Games
Television & Network
Education
Films & Movies
AEC
3D Scan
Live Performance
Virtual Production
AR/VR/MR/XR
Vtuber
Theme
Character Animation
Character Creation
Scene Creation
Facial Animation
Lip-sync Animation
Video Compositing
Motion Capture
Motion Director
Digital Double
360 Head
Digital Twin
Environment & Crowd
Digital Human
AI & Deep Learning
MetaHuman
Metaverse
Developer
Content
Plug-ins
Certified Trainer
Columnist
WarLord
GET THE LATEST UPDATE

CC SkinGen MasterClass #2: Workflow with Substance Painter, UDIM, & Cross UV Paint

Share

Character Creator’s SkinGen MasterClass – with Luis Duarte

Luis Duarte – 3D Content Developer / Instructor

Luis Duarte

Hi guys, I’m Luis Duarte, a digital artist, 3D modeler, content developer and instructor on Libel Studios.com

Welcome to this Character Creator MasterClass for Character Creator’s SkinGen plugin, where I will explain tips and tricks on the new surprises that the latest Character Creator 3 updates bring us with tools such as the new SkinGen texture editor, compatibility of models with system UDIM, the new improved topology and many others.

This MasterClass comes in #4 parts, each carries its own tutorial video to guide you through the entire process. You can find links to the other 3 tutorials below. I hope this helps you!

Tutorial 2: Workflow with Substance Painter, UDIM, and Cross UV Paint

Base model integration from Character Creator and Substance Painter.

10. With the body shape defined, I add a hairstyle and a pair of horns; Then I take it to Substance Painter using the preset link. This process can be done from two options; using the Substance button at the top-right, or from the File menu. Later, I export in the main path of my project.

11. To integrate in Substance Painter, you have to select the .OBJ file, set the document resolution to 2048, then activate the ‘Use UV tile Workflow’ box and, finally add the textures located in the folder called ‘Std_Skin_Head’ (preferably only use the Normal map, Roughness, and Base color).

12. UDIM texturing is slightly different from the traditional way; that is, to integrate the maps and merge them with new materials, we must create a fill layer on the object in question, in this case it would be the body, then we verify in the UV Mask editor that only the one that corresponds to the head (UVs do not have a name, they are only represented by a 4-digit number) Finally we manually drag the textures to the preferences of the fill that corresponds to the same name, that is; Base color, Normal map, Roughness. I recommend doing it in separate folders.

A very useful tip is to separate the map styles into different folders in order to be able to work more organized.

13. As an additional point, we can do map baking, which can be very useful when applying new materials. I open the baking panel from the selection menu; I deactivate what I’m not going to need, keeping only the body object. Then I activate the Normal, Curvature, Thickness, Position boxes, and apply the bake. Also, remember to include the Hair and Horn bake maps.

14. Include a pre-defined smart material, to give the base texture of the body. Likewise, we add layers of shadows to exaggerate the expression on the character’s lips, eyes, and eyebrows. The set of layers at the end would be as follows:

16. To include some details on the texture, we take advantage of the full-body painting; We include another material with little brightness on top, then with a hard brush we begin to draw abstract lines on the skin; in areas such as the chin, upper part of the eyebrows, chest, shoulder, and back. Then we give color and raise the height value.

17. Next, we make a body painting with an artistic brush, looking for a more or less blue tone, in such a way that to balance the opposite side of the body that is free. An interesting piece of information is to make a duplicate of the layers and create masks with black and white, which we will then export to use with SkinGen’s Scalp.

18. Once we are satisfied with the texture of our model, (remember to texture the active hair and the horns so that they all go according to the style). We proceed to export the textures from the Export menu; from Global settings we leave the necessary objects active. We activate the Character Creator preset. Finally, we define a resolution of 4096 and export to the path of our project.

19. To integrate the new textures into the sample project in Character Creator, it is enough to select all the pieces of our character from the scene panel. Then from the File menu, we go down to Substance Painter pipeline, we press the ‘Update Textures from Substance Painter’ option, and we select the new folder created with the new materials.

Thanks for reading! 

Follow the other 3 tutorials in this series:

Tutorial 1: Character Creator 3 SkinGen Workflow with new CC3+ Base Advantages

Tutorial 3: ZBrush 2021 Cloth workflow System for Character Creator

Tutorial 4: Custom SkinGen Asset Creation with Texturing.xyz

—————————————————

SEE MORE OF LUIS:

Luis’ ArtStation: https://www.artstation.com/luduart

Luis’ YouTube channel for the Spanish version: https://youtu.be/hvCoX_Zrcbo

Luis’ Kids & Teens pack: https://www.reallusion.com/ContentStore/Character-Creator/Pack/3D-Toon-Kids-&-Teens-On-Campus/default.html

Related topics

Share

3 comments

Leave a Reply

Recommended Posts