3D World

How can I texture and look develop a leather material?

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Rupert Moore, UK Fady replies Hopefully as I explain my workflow and the techniques I used to finalise my warrior character, you should get a good idea about how to lookdev and texture a leather material. The warrior project was a personal project with the aim of practising and pushing myself and my workflow out of my comfort zone. I intended to go beyond what I am used to do in my work to date, which is sticking to a limited number of maps and not going above a certain resolution for each map.

With this project I had a goal, which was to reach a maximum resolution without getting into the nightmare of blurred textures in a close-up camera situation. Thankfully I succeeded in doing so, however I had to paint almost 254 UV patches in 4K map size. That ended up totalling 1016 maps between Diffuse, Spec, Bump and Displaceme­nt maps.

I use Vector Displaceme­nt maps as they are more accurate and less hassle when it comes to setting up

From Zbrush I exported three sets of maps: 32bit Floating Displaceme­nt maps, Vector Displaceme­nt maps and Normal maps. I use Vector Displaceme­nt maps as they are more accurate and less hassle when it comes to setting up. They’re also faster when exporting from Zbrush.

The other types of Displaceme­nt maps are used in conjunctio­n with Bump maps, in order to give extra accent to the details. Normal maps are used to guide me through the texturing process. In addition to this, I also use AO maps as these are very efficient and also help guide me through the process, as well as adding extra dimension to flat textures.

During this project I had to tackle the process of building a solid leather texture and shader that would form the majority of this character’s costume (almost 90 per cent). Using Arnold as my main render engine led me to investigat­e further the leather material properties ( Diffuse, Roughness, Specular, and so forth).

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