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Ludi: Re-topology & PBR Texture Project

This project was part of my self-learning for retopology in 3d-Coat, and the PBR texture workflow in Substance Painter.

My subject was a hi-res scan of my sister cosplayed as X-Men's Jubilee; scanned by the wonderful REPRONAUTS (http://repronauts.com/).
This provided me with an asset to use for retopology, as well as a highly detailed model to extract details (normal, height, curviture etc.) to allow the PBR maps to perform correctly in Substance Painter.

This has helped me to learn and understand the workflows needed to produce highly detailed yet low poly assets ready for game engines.
As far as producing PBR textures goes, I have a lot to learn, but this is a pleasing first try!

Ludi: Retopo and PBR Project

Finished model on Sketchfab.

The final textured model as seen in Sketchfab.

The final textured model as seen in Sketchfab.

The original 3d scan by Repronauts. 
This model totals 662,580 polygons.

The original 3d scan by Repronauts.
This model totals 662,580 polygons.

The lack of symmetry in this model made it more challenging to retopo, but this encouraged me to think more about the clean edge loops across the model as a whole. 
UV mapping in 3D Coat is also very versatile and allowed for quick unwrapping.

The lack of symmetry in this model made it more challenging to retopo, but this encouraged me to think more about the clean edge loops across the model as a whole.
UV mapping in 3D Coat is also very versatile and allowed for quick unwrapping.

I had to rebuild the left elbow and the back of the head in 3ds Max as the original 3d scan hadn’t picked up the details. 
I also added accessories such as the sunglasses, earings, belt buckle and hair.
9663 polygons.
11,894 with Turbosmooth-ed hair.

I had to rebuild the left elbow and the back of the head in 3ds Max as the original 3d scan hadn’t picked up the details.
I also added accessories such as the sunglasses, earings, belt buckle and hair.
9663 polygons.
11,894 with Turbosmooth-ed hair.

As baking out a normal map from the hi-res scan didn’t perform as expected, I decided to practice hand painting one with 3D-Coat’s tools. This was intuitive and very much like 3D sculpting.
Here is the resulting normal map.

As baking out a normal map from the hi-res scan didn’t perform as expected, I decided to practice hand painting one with 3D-Coat’s tools. This was intuitive and very much like 3D sculpting.
Here is the resulting normal map.

I re-exported the complete low-res model for use in Substance Painter, using the original hi-res mesh to bake out the various maps needed to control PBR texturing.

I re-exported the complete low-res model for use in Substance Painter, using the original hi-res mesh to bake out the various maps needed to control PBR texturing.

The output maps from Substance Painter and the UV coordinates.
(The eyes and loose hair have separate texture maps.)



I had to hand paint out artifacts from the baked normal map, and re-bake the texture sets so they reflected the changes.

The output maps from Substance Painter and the UV coordinates.
(The eyes and loose hair have separate texture maps.)

I had to hand paint out artifacts from the baked normal map, and re-bake the texture sets so they reflected the changes.