Onto baking and texturing! Keeping up with the art style of Overwatch and how texturing can make or break a project.
That I'm nervous about texturing process would be an understatement. Something that I've learned in previous projects is that texturing can most definitely make up for a sub-par character model and can also make the most beautiful of high poly models look terrible.
So now that I'm quite proud of how my high poly model came out, its safe to say that I'm adamant that I do a good enough texturing job to match.
The first port of call, however, is to make sure that my bake is right! And after some experimentation (and failure) shown below in the baking program built into Substance that I always use, my tutor informed me that using marmoset is actually a really common and useful way of baking as you can edit the cage of the mesh much easier than you can in Substance.
As shown in my previous blog post, I was advised to use one continuous mesh for the body of my low poly model to make texturing, rigging and animation easier. I feel that the only way it doesn't make it easier, however, is the baking process.
Due to things like the collar of her jacket shown above, and creases in the armour area on her chest, baking was particularly tricky and took some trial and error until I got it right.
Here is my final bake:
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