Posted April 15, 2021 by SyntheticMarigold
#3d modelling #game development #wip
Hierarchy in Substance Painter. I've been arranging the individual sets as I texture to differentiate between a vibrant hue and saturated hue. Still adjusting to Painter's workspace, but I've liked the layering of base colours, use of gradients and filters to get a likeable result to eventually export into Photoshop.
To be honest, this approach with arranging UVs as groups instead of individually has been a helpful for my workflow, at the time I believed exporting sections of the model and detailing them on at a time would be manageable since I have experience with Photoshop, but eventually realised that the hand painted art style takes time to define and get right to fit the vision that the group wants.