look no more. Seems.
Yeah.
So now I can continue with the arms and the feet that I have neglected so far
because I got carried away adding mindless detail everywhere.
So I'm gonna have to repeat the same process that I did earlier on,
the rest of the body.
First I have to
sort of indicate the general direction of the
skin and the wrinkle detail and everything.
Trying to imagine which areas get more more wrinkled up and which have more
we're in tear and
yeah especially the
the elbow joins and the shoulder here, the armpits.
Uh huh.
And also that area
underneath the hand.
All that should get a lot of wrinkles and
that's a really
really be worn down and used because I
imagine that this uh this creature would also
uh not like a T. Rex which had these really tiny arms.
It would actually use its arms a fair bit.
So especially in flight still get
a lot of scars and they'll generally get
wasted much quicker than
the rest of the body.
So I took the first texture
that I used on the entire body.
And I'm also now transferring its detail too.
The surface, the top of the arms underneath
and between the fingers and elbows.
Just trying to make sure that
the skin that the skin has some kind of detail to work.
So I can uh
I can work with something later on.
I don't have to start from scratch
here in general. I just uh first try to slap on as much as possible.
Try to get away with just
stenciling the texture through.
And then I'm
going to paint over it and emphasize some of the wrinkles here,
especially on the chest. We want to make sure that it's not too wrinkly right now.
The effect is a bit too strong. Um but that's also because of the,
the
the bump map has an effect on the color right now.
So all these crevices are
kind of
getting double the effect that they actually that they actually have.
And later on, when we remove the color influence, it will just
jump back a little bit
here. I'm kind of trying to see if I
hit the right amount of wrinkly nous
because I I didn't want the arms to be too saggy.
Otherwise, they would just look like
uh
grandpa.
And
especially in those
spaces between the fingers at
they're probably has to be some kind of wear and territory. And but
we don't want to make them too saggy
again. Trying to work on the
yeah,
that gap between those claws and
skin and around it
and we'll have a fair amount of wrinkling on the palms because that part
probably gets used up a lot.
And every once in a while I have to zoom out and look
at the entire model and see a very everything still fits together.
So I
switched to the second
stencil texture that I used,
trying to
add some of that detail on here.
Just gently trying to make that make that whole skin a little bit more naughty and uh
bumpy
trying to make some of these wrinkles here in the armpits a bit more organic
just by
transferring some of the block itchiness of that uh that reference texture to it.
And we can generally just try to make the skin a
bit more uneven by just gently stenciling some of that texture through
but we have to be careful not to add too much to it.
Alright now shaping the clause
make them kind of torn apart.
Now come to come to think of it. I could have probably uh
made like a make like a broken claw or something.
Maybe in the future I can go back to this and
breaks them up some of the symmetry of that whole thing.
Maybe especially on arms and hands and face. I can also
adding some scars and uh make it kind of look really ready
on the inside of the arm. The the skin is probably going to be a bit softer so
this part I'm also making a bit bumpy
and I'm adding more bigger variations between white and black there,
trying to make sure that the
fingertips look really used and
all that skin looks really,
really wrinkly there.
Alright next we'll look at the feet
and especially the legs that haven't been textured so far.
We'll start with the same base texture again
and just try to
just trying to slap it on
and to as many
places as possible.
For some reason this uh this whole process was a lot less important to me.
So I kind of uh
um
spend a little too little time on this whole thing.
I probably thought I wouldn't show the feet too much.
Okay, first trying
to indicate wrinkle direction
and
sharpening some of these spaces between them
between the major
skin features there.
Also the knee joint should probably
get more wrinkles here
and again. We'll just generally try to
to follow the overall
movement of the skin here,
trying out some finer wrinkles here
by the end of this whole process is pretty much the same
from now on.
There's very little I can tell you about it.
And during this whole process I also have to
think about what the color map is going to do
um because we're going to derive the color map from this bump map. Actually.
We're going to use its uh its grayscale values to
drive a car uh color ramp later on actually,
and we'll just bake a color map from that.
And that already will give us a fairly good amount of variation.
And we can just build on that. And
so we don't have to start completely from scratch again
here. I was just temporarily using the clipping border
to hide
um the rest of the body. Just show the entire foot.
And again right now I'm just transferring that
some of that detail on that texture onto my skin.
And
later on I'm going to try and build on that
you are trying a different type type of texture
and I'll actually use it later on. But for now it's a little bit too early.
But yeah, you don't want to
be using too many different types of stencil textures, otherwise it
just kind of looks cobbled together.
You want to make sure that everything kind of fits together and
that is all
you know, along the same theme
here. I'm trying to emphasize some of the scales on the foot.
Kind of got lost somehow in the
in the baking process.
So I'm just gonna
see if I can bring us some of the detail back.
And I noticed that I was actually painting too much black. So I got these really
super, super sharp and deep crevices there that
look kind of ugly.
So I temporarily dialed down the color influence of that texture so
I can actually see how much black and white I'm painting on here
here. I'm trying out another texture from an alligator tail.
Maybe see if that can be transferred to that.
Wrinkle that scale pattern over here, but it didn't really work. So I also
switched back to my default texture.
Yeah, like I said, I'm not really a hands and feet person. So
that's a
my sad excuse for why they look kind of
not up to the same
quality as the rest
here. I temporarily had to switch to a higher level of sub serve
Substance Substance.
Level three was actually getting a bit too slow in
the view port so I had to constantly paint on two
but that also hit a lot of the detail from uh from the displacement maps like
had to switch it back at some point to see.
Mhm.
Of that detail here on the foot
that was mostly sculpted.
So every once in a while I have to switch it on and
kind of
keep it in the back of my head where that detail was. And then just switch it back to
To level 3
to level two,
trying to bring more life to the space between the wrinkles here
and also between the toes,
which caused a fair amount of texture stretching there. So
I and did that.