- Nov 24, 2020
- 37
- 569
I recently decided to try and create my first character texture, and since I couldn't find any discussion about it here I thought that maybe we could use this thread to share tips and tricks and answer questions on the subject. Hopefully someone that knows what they're doing drops by because getting this done has been challenging to put it mildly.
I'll start by describing what were my goals at the start, what tools I decided to use, and the general workflow that I followed. I won't be a full guide because I think my workflow is trash, but feel free to ask questions if there's something you would like to know more about.
What follows next is the journey I went through to create the texture you'll see near the end of this post, it was all by trial and error and doing what I thought might work, so it's far from professional advice
The Goal
What did I want to achieve? Well, I as many others here use DAZ, so while I was creating a new character I thought it'd be nice to create my own textures. I decided to create a face texture since it's the most important one and creating the whole body would take too much time, for that I will modify one I owned.
I think this is a practical approach, spend time creating a unique face texture for your character as that's what's going to have the biggest impact, and then for the rest reuse assets you like and modify them so they fit together.
The Tools
With the goal clear, next was deciding what software and resources to use. I had created textures before in Substance Designer and I thought that I could create different patches of skin and maybe blend them with an existing texture and eventually I would have a completely new texture. Does that sound like a lot of work? Yeah, thought so too, so I decided to leave that idea for another time. I don't have a lot of experience with Substance Painter and had struggled in the past trying to use it, so in the end, I decided to use the ol'reliable Photoshop.
The Resources
Since I wanted something that looked at least similar in quality to other DAZ characters, I searched for something to use as a base for my texture. There are many options, some I considered but didn't end up using were high res photos and merchant resources from the DAZ store.
The photos would require me to first eliminate the lighting information and then create matching roughness maps, bump maps, etc, which is not impossible but I wasn't sure I'd be able to pull it off.
The merchant resource on the other hand would have all the maps, so I think this one is a better option. My concern was that it might not be unique enough, but I still think this is a solid option, and if you don't plan on selling the character you can just combine different textures to create a new one.
In the end, I decided to risk it and use one of the multichannel texture sets from Texturing XYZ. They are very high res and have all the maps I needed, and DAZ itself used them to create Victoria 8.1 and some of the new characters so I knew they should work.
The Plan
What I had to do now was "simple", get the textures from XYZ , shape them into the genesis UV map and blend them with the rest, how hard could it be? Turns out that very hard...
The Pain
I will spare you the details of all the methods I tried and didn't work because this post is already too long and it might traumatize me. In the end what did work (sort of) was to set up a PSD file with the UV template for the face and the multichannel textures on top, setup smart filters and use puppet warp and liquify to shape it and then use the melanin and hemoglobin channels from the Utility map as masks to drive HUE, saturation and other filters to adjust the color and blend it with the rest of the body.
The smart filters are key, you can work on one layer and copy them to the others so details on the different maps line up perfectly.
For the eyes, which are custom too, the process is more or less the same.
Written like this it all sounds easy and straightforward, but near the end the iteration time was hideous: every time I spotted something wrong in the texture, tweaking it involved modifying dozens of effect layers in photoshop, exporting all the maps, rendering, and realizing I made it worse.
Fun fact, at one point Photoshop gave me an error saying that the file could not be saved, apparently by default Photoshop can't save PSD files that are more than 2.5GB in size, go figure.
The Result
I have to say that I'm a bit hesitant to show it as the character is not finished and the whole face has a custom sculpt that I want to improve, but it wouldn't be fair after making you read all that crap wouldn't it? So without further ado, the final result:
Go ahead and click on the image to make it bigger and decide for yourself if all that effort paid off.
As you can hopefully see, the face integrated nicely with the rest of the body (ears, neck), there are no seams or any glaring issues, at least none that I could find.
To get the detail I decided to use displacement maps for this close-up, but a normal map would work better when the camera is farther away, so I used XNormal to bake two normals, one with some secondary detail that I'm using here and another with the detail that's in the displacement for those other situations, I have to work a bit more on that one though.
The End
And thus we arrive at the end of my journey through the joys of texturing, thank you for your time.
Feel free to ask any question down below and if you have experience texturing please share your wisdom with us.
I'll start by describing what were my goals at the start, what tools I decided to use, and the general workflow that I followed. I won't be a full guide because I think my workflow is trash, but feel free to ask questions if there's something you would like to know more about.
What follows next is the journey I went through to create the texture you'll see near the end of this post, it was all by trial and error and doing what I thought might work, so it's far from professional advice
The Goal
What did I want to achieve? Well, I as many others here use DAZ, so while I was creating a new character I thought it'd be nice to create my own textures. I decided to create a face texture since it's the most important one and creating the whole body would take too much time, for that I will modify one I owned.
I think this is a practical approach, spend time creating a unique face texture for your character as that's what's going to have the biggest impact, and then for the rest reuse assets you like and modify them so they fit together.
The Tools
With the goal clear, next was deciding what software and resources to use. I had created textures before in Substance Designer and I thought that I could create different patches of skin and maybe blend them with an existing texture and eventually I would have a completely new texture. Does that sound like a lot of work? Yeah, thought so too, so I decided to leave that idea for another time. I don't have a lot of experience with Substance Painter and had struggled in the past trying to use it, so in the end, I decided to use the ol'reliable Photoshop.
The Resources
Since I wanted something that looked at least similar in quality to other DAZ characters, I searched for something to use as a base for my texture. There are many options, some I considered but didn't end up using were high res photos and merchant resources from the DAZ store.
The photos would require me to first eliminate the lighting information and then create matching roughness maps, bump maps, etc, which is not impossible but I wasn't sure I'd be able to pull it off.
The merchant resource on the other hand would have all the maps, so I think this one is a better option. My concern was that it might not be unique enough, but I still think this is a solid option, and if you don't plan on selling the character you can just combine different textures to create a new one.
In the end, I decided to risk it and use one of the multichannel texture sets from Texturing XYZ. They are very high res and have all the maps I needed, and DAZ itself used them to create Victoria 8.1 and some of the new characters so I knew they should work.
The Plan
What I had to do now was "simple", get the textures from XYZ , shape them into the genesis UV map and blend them with the rest, how hard could it be? Turns out that very hard...
The Pain
I will spare you the details of all the methods I tried and didn't work because this post is already too long and it might traumatize me. In the end what did work (sort of) was to set up a PSD file with the UV template for the face and the multichannel textures on top, setup smart filters and use puppet warp and liquify to shape it and then use the melanin and hemoglobin channels from the Utility map as masks to drive HUE, saturation and other filters to adjust the color and blend it with the rest of the body.
The smart filters are key, you can work on one layer and copy them to the others so details on the different maps line up perfectly.
For the eyes, which are custom too, the process is more or less the same.
Written like this it all sounds easy and straightforward, but near the end the iteration time was hideous: every time I spotted something wrong in the texture, tweaking it involved modifying dozens of effect layers in photoshop, exporting all the maps, rendering, and realizing I made it worse.
Fun fact, at one point Photoshop gave me an error saying that the file could not be saved, apparently by default Photoshop can't save PSD files that are more than 2.5GB in size, go figure.
The Result
I have to say that I'm a bit hesitant to show it as the character is not finished and the whole face has a custom sculpt that I want to improve, but it wouldn't be fair after making you read all that crap wouldn't it? So without further ado, the final result:
Go ahead and click on the image to make it bigger and decide for yourself if all that effort paid off.
As you can hopefully see, the face integrated nicely with the rest of the body (ears, neck), there are no seams or any glaring issues, at least none that I could find.
To get the detail I decided to use displacement maps for this close-up, but a normal map would work better when the camera is farther away, so I used XNormal to bake two normals, one with some secondary detail that I'm using here and another with the detail that's in the displacement for those other situations, I have to work a bit more on that one though.
The End
And thus we arrive at the end of my journey through the joys of texturing, thank you for your time.
Feel free to ask any question down below and if you have experience texturing please share your wisdom with us.
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