UNIT 2 CHARACTER TEXTURING

 

 

After completing my two characters it was time to export and texture them.

I took them into substance painter where I could easily texture with simple materials and smart materials ( materials with extra details).

Before exporting I assigned several new materials to different ares on each character.

On the warrior I selected the helm, bracers, greaves, and shield to one material. The base of the tunica to another. The top of the tunica and the sandals to one. The body to one. The sword I selected the faces of the hilt and blade separately and asssigned a material to each.

The second character was much simpler. I had one for the armour, one for the cape, and one for the body mesh.

After importing a character into Substance Painter I immediately set about baking the different material layers individually, for a cleaner bake. Once done I selected a mixture of materials and smart materials and placed them into the corresponding texture slots. Substance has a simple drag and drop procedure.

Sawyer_Cloak_Texturing_Sawyer_Cloak_1Texturing_Sawyer_TexturedWarrior sp

Now my characters are textured I saved them and exported the texture sets to my character’s folder’s. The next step was to import them into the Unreal Engine.

After starting up unreal I imported the character meshes into my ‘mesh’ folder and the textures into their own folders within the texture file, in the content browser.

Each mesh needed it’s own texture applying to it. Go to the mesh folder, double click on the appropriate item material, it has a picture of a blank sphere. This will take you to a blueprint screen. Now go to the texture folder and select the three corresponding tiles from first to last ( this is specific). Re-open the texture blueprint screen and drag the three, selected, texture tiles into it. There will also be two existing nodes in there. One has multiple pins and carries the name of the mesh, the other is simply labelled ‘None’, delete this one. Now select the uppermost, imported, node drag it out and assign the white pin to the base colour pin bu dragging. Take the second node and drag the white pin the the normal pin in the same way. Finally take the last node and connect the red pin to ambient occlusion, the green to roughness, and the blue to metallic. A large sphere, in the upper left of the blueprint screen, will now change to the assigned material. Once done click apply, then save. Finally close the blueprint. Now your mesh will have the assigned material. Repeat this for all of the other meshes, remembering to assign the correct texture to the corresponding mesh.

textures.PNG

When done shift select all of the pieces and drag them into the viewport. Here you can move the mesh around until happy. Below are my characters imorpted into the unreal engine.

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