AAA CLOTHING GUIDE
Following on from part on of our tutorial in issue 122, learn how to unwrap UVS and texture character clothing
We are continuing our three-part series on the skeleton, props and environment for this pirate scene. as you recall in part one, we left off by completing our Pirate Prisoner’s clothing mesh and Zbrush detailed sculpt. We then decimated our meshes and exported the OBJ files making them ready for uv layout. so that’s where we will begin with part two.
now, we will unwrap all of the asset uvs and set up the appropriate udim file sets to prepare our meshes for smooth importing into substance Painter. once in substance, we’ll assign base materials to each of our meshes and begin adding layers of dirt and grunge details to give our character’s clothing the worn, aged and distressed look you would expect of a century-old weathered skeleton, left to rot by his captors.
Use Unfold3d The first thing to do, once you have completed your sculpt, is to prepare your uvs. To do that for our pirate character, we are going to use unfold3d, which is a software used to unwrap difficult uvs.
first, you will import the low-poly meshes into unfold3d. go to file, select load, and locate your project folder.
We will begin with the shirt, so select the shirt_low.obj, and open the file.
Cut shirt seams To begin, select edge mode on the right-side panel. select the edges of the shirt manually. By using this method, we will have much better control over the uv unwrapping. We’re going to create a slice up the side of the shirt, then under the armpit, down the sleeve and through the wrist cuff. once complete, do the opposite side of the shirt the same way. This will separate the shirt into two pieces, the front and the back.
once in substance, we’ll assign base materials to each of our meshes and begin adding layers of dirt and grunge details to give our character’s clothing the worn, aged and distressed look
Optimise and pack UDIM tiles once you have cut and laid out all of the clothing, save your file. We’re now ready to optimise the uv islands and pack the selected parts onto unique udim tiles.
Cut parts have been provided, if you chose to jump right into this step. go to file>load uv and select file: Pirateclothingcomplete_low.obj. You’ll notice all the uvs appear on one udim tile. in order to create the three clothing sets we want for texturing in substance, we will create two additional tiles. Press P on the keyboard to pack the uv islands into the three udim tiles.
Lay out UDIM texture sets The islands are laid out nicely but the shirt, pants and accessories uvs are scattered onto each udim tile, which would be a nightmare in substance. reorganise each tile to contain one article of clothing: shirt, pants, accessories. select all shirt panels in your 3D viewport using ‘island selection mode’. Press g to group the selection.
Do this for all three clothing selections. once you have three groups, Pack once more and the islands will pack the udim tiles properly. You may need to manually adjust some shells to fit into the tiles more efficiently. Press s to save your file.
Set up Substance in substance Painter, you will open the low-poly OBJ mesh. go to file>new then, in the new project panel, click on select. locate project file: Pirateclothingcomplete_low.obj. select: Create a texture set per udim tile.
Be sure settings are on Directx and Document resolution is set to 2048. Press ok.
in order to create the three clothing sets we want for texturing in substance, we will create two additional tiles
Set up and bake normal maps With the skeleton file open, you can see that the backfaces are not being rendered. To turn on both sides of clothing, change shader setting to ‘Pbr-metal-rough-with-alpha-blending’. Watch the video provided to see detailed process. To set up maps for baking go to the left panel mesh maps and click on ‘Bake mesh maps’. We only want to set up and bake our normal map first, so click on none to turn off all maps. Then choose just the normal map. here are the settings to create maps for all three udim texture sets: output size: 2048
Dilation width: -1
Click on high Definition Meshes icon to open file: Pirateclothingcomplete_high.obj
Use Cage: off
Match: By mesh name antialiasing: subsampling 8x8 select: Bake all texture sets
Set up and bake other maps for the setup and baking of all other maps, we’ll use the same setup with a few minor changes. once again, choose Bake mesh maps. This time, select all, then turn off normal and id. Change your settings for ambient occlusion and Thickness. apply these settings to create maps for all three udim texture sets: texture set: apply to all secondary rays: 256
Minimum occluder Distance: .001 self occlusion: only same mesh name antialiasing: subsampling 2x2 select: Bake all texture sets
Get started texturing the shirt With all maps baked, we can begin texturing. We’ll work on the shirt in this tutorial. import the smart material provided in the fabric_shirt project folder. To locate the material, enter ‘fabric’ in the search panel of your shelf. make sure you are on Texture set 1002, which is the shirt udim tile. Drag the fabric_shirt material to the layers panel in the top right. Then, open the folder and you’ll see fabric_base. By selecting on fabric_base layer, you can make changes below in Properties, such as increasing the uv scale to make the canvas texture larger or smaller.
Apply first dirt layer To begin adding dirt and distress on the material, duplicate the base layer by selecting it and press Ctrl+d. now, select the new copy layer and right-click to select add Black mask. on the Black mask, right-click and add generator. Then click on generator and select Dirt. select fabric_base, copy layer once again, right-click and add filter. Down below, click on filter and add hsl Perception, which is similar to hue/ saturation in Photoshop. adjust lightness slider first. slide left to darken the colour, and you will see the dirt starting to show up. next, increase the saturation to punch up the colour strength a little. Continue adjusting the dirt: click on Dirt layer, go down into Properties and play with Dirt level and Dirt Contrast sliders to adjust the dirt. next, adjust the grunge amount slider.
Add secondary grunge layer add a fill layer on top of fabric_base copy1. first, increase the roughness slider to around .9, then change the colour to a darker olive Drab green. next right-click and add a grunge by entering in search window. select grunge_stains_large_hollow, for example, and play with the uv scale settings. You have learned the basics of how the dirt and grunge filters work. You can continue by experimenting and playing with different maps or additional layers.
Paint manual detail layer add alpha map rust_decal_ alpha_03. Click and drag it to the grunges shelf. Then choose ‘alpha’ in the drop-down menu. on the lower panel dropdown choose: project Prisoner Clothing Tut. it will show up in your shelf in several locations, both the alpha shelf and the Project shelf. The stencil will show up on your 3D viewport. You can easily move the clothing around. using white colour in your brush, paint the drip texture onto your shirt. You can easily rotate the stencil, or scale it, finding your desired position for adding strategic spots or grunge drips to the shirt.
You can easily rotate the stencil, or scale it, finding your desired position for adding strategic spots
Texture the sash & bandana Click and drag the smart material fabric_diamond (in provided files) to layers and it will apply to the mesh. remove the material from all other accessories except bandana and sash meshes by clicking on your material layer, then right-click to add Black mask. now, the fabric_diamond material is gone. To bring the material back, choose the mesh fill tool and select just the meshes you want. next, add ambient shadowing to add depth to the material. Create a fill layer on top of the fabric material. right-click and add a Black mask. right-click on the mask and add a generator. in Properties, begin adjusting the contrast slider to add more or less shadow depth to the fabric. To dirty it up, add some grunge. Change the colour, and even add additional grunge alphas, to enhance the final dirtiness and distress.
Prepare textures for baking With all textures created, you are ready to export your maps. Change names of your Texture sets to Prisonerclothing_1001, Prisonerclothing_1002 and Prisonerclothing_1003. To export, go to file>export textures. select your destination folder and choose select folder. under Config, choose unreal engine 4 (Packed). That will give you the standard Colour, normal and orm maps. You have no emissive textures for this so you won’t generate emissive maps. finally, make sure to set the map type to Targa and 2048 size. select export. now, in your folder, you will find all of your baked texture maps in their proper folders.
Create distressed alpha map using Photoshop, we apply alpha stamps to the shirt texture to create more realistic holes and tears. start by opening the shirt colour map. go to file>prisoner Clothing alphas folder and select Prisonerclothing_1002_c.png. remove all colour from this map so you have only black-and-white panels. Press Ctrl+l to open the level editor and slide the right side button to the left, until your panels become pure white. a value of 27 should work fine. Press ok. Currently, the holes are very simple and smooth. select the layer and create a mask. Do all of your work on a mask so it’s not destructive to the original map layer. load the provided alpha brushes into Photoshop and then select one of the alphas to use. here, we are using alpha Brush #327. next, make sure you have 100 per cent black selected for your brush and begin stamping the alpha along the smooth edges to give them a torn look.
Change the colour, and even add additional grunge alphas, to enhance the final dirtiness and distress
Export alpha channel Continue adding alpha stamps throughout your map. in case you removed too much material, simply change your alpha stamp colour to white and stamp to add more ‘shirt’ back to your shirt. once you are finished stamping, the last step is to combine the alpha with your colour map. Copy the alpha with Ctrl+a to select all, then Ctrl+c to copy. open a new copy of Prisonerclothing_1002_c.png. go to the channels and add alpha from the drop-down menu. Ctrl+v to paste your alpha. now save your file (Ctrl+s) as a Targa file 32 bit with alpha Channels button selected.
Final inspection and review Well, there you have it. marvelous Designer combined with Zbrush and textured with substance Painter make a winning combination of production tools to turn out awesome high-calibre distressed clothing. i’ve certainly adapted these tools into my daily workflow and hope you benefit from using them the same way.
Support videos Wow… this was a monster of a tutorial to create. When i first came up with the concept, i knew conveying all the information necessary would be challenging, but fitting every setting and detail into the printed page is one of the more difficult parts of creating effective tutorials. Therefore, i gave you a bunch of support videos to help demonstrate some techniques that were too difficult to put into words. if you would like additional help and step-by-step training please check out our video course online at: 3Dtrainingworkshop.com.