So in this part I'll be adding the finishing touches to the bump map
and
painting
really really small details that are going to
give the whole texture a little bit more depth.
So right now I'm tweaking and tweaking the area, the area around the eye
because uh
yeah I didn't really like the look
of it before
So I just brushed over it with 50% gray brush
so I kind of erased everything there.
This whole area was
getting a bit too
You know too saggy until two old. So I
kind of try to make it a bit more
less Brinkley.
And also there are some areas on the feet and the
the legs that we haven't addressed so far.
So we'll probably have to tweak those and
then do the last uh super fine detailing pass uh
on the entire texture. That's a that's going to turn this whole
uh huh
this whole character into a more believable
being
here. I'm trying to make the
um the area around the eye a bit more detailed because
uh we're probably going to focus on that a bit more
later on when we'll be here.
You know when we'll rendering and animation or shooting if if you're still images.
We really want to have that detail there in the eye area. So we can
really get a sense of the character
making these scales a bit less
less smooth.
We'll also be adding a few of these here
and we'll take our favorite texture here and
kind of break up the the crevices a little bit more.
Also this whole gum area is probably a bit too smooth.
So by just gently gently brushing over it.
You can see it. I don't really have
I don't really have a
strong brush here. It's a
0.0
eight
which is not really that strong. So I'm really gently
adding that detail in that texture
just to make sure that it breaks up the
that even surface.
Also, the gaps between those gales should probably
be less smooth.
Let's focus our attention on the legs a bit more. There's still that gap
in
and the inside of the legs were
we didn't really paint in it any
texture so far
here, I'm adding in the final pass of
just general stuff
on the bottom of the hell
just to make sure that that area is not completely
smooth.
I'll probably never render the back of the feet, but
no better be safe than sorry.
I'll make that wrinkle brush a little bit less pointed here.
I think at some point in the process I
kind of got fed up with all the stuff that I did on the feet earlier on
and
I just deleted it.
So here I just have to
repeat some of that foot text hering.
Also that little claw here on the back
trying to put in more wrinkles and I
accidentally painted in too much.
So I had to hit undo
which for some reason
that's really, really slow.
So I just got fed up with waiting and then just took a
50% gray brush and painted over that area
here we have this really smooth area that I have to
kind of wrinkle up a little bit.
And in general over
on the entire surface we have uh we have these little places here and there that are
still completely
smooth. So
my thought behind that was that certain parts of the skin
should be a bit more smooth than others because while the skin
gets stretched in place is a little bit and it also um
it's kind of a bit more
um
new
I guess.
So we have to find a certain way to make areas where
that where the skin really stretches um to behave a little bit more
um
skin like I guess
and the best way to do that is to just you know,
paint in super super super fine wrinkles there,
that kind of breaks up this whole smooth area and then
sort of brings it to life
here. I wanted to add some dots on the skin. So I used the jitter option
just by painting with a white brush. I can
make a few spots on the surface
that kind of
um break up the whole whole uh
even as a little bit
and makes a kind of a bit more blotchy
which I didn't really want to do really early in the process. But
I thought as a finishing step
I can just add more a bit of random variation to the skin.
What I can also do is just
with a gray brush and a small
radius. I can also
painting little dimples here,
also using that deter function.
And
it's really a thing that you don't want to overuse,
especially if you're you're doing
skin and
you know, realistic textures.
Especially when you're drawing bump maps
with color maps, it's a different thing.
It's actually a very helpful feature to um We can, you know,
quickly add variation to your color map and we'll be using that greatly later on.
But for now I have to pay attention to not overuse it.
He has moved up
this whole area a bit because it was getting too much like concrete for me.
And I
just
gently try to draw in bigger wrinkles just to make this a bit more
uh this area a bit more saggy
and I also smooth
smoothed up this area on
the back of the leg there.
We also want to have nearly fine wrinkles later on in there. That makes that
part a little bit more believable.
All right, I'm going to switch textures
back to my favorite texture. Just
I'm just using it to add more general variation to the skin,
especially on those really smooth parts.
It really
break up the evenness
right back to drawing in wrinkles.
Also adding more variation than that
really smooth area.
Now we can start
putting in really really super fine detail here
that probably nobody is going to see. But it adds to the whole
adds to the whole character.
And
there is actually um
yeah actually it makes it makes sense to automate that part a little bit.
So in certain places where uh
where the wrinkles are kind of
um
shaped irregularly. I did that manually despite painting them in.
But later on we're gonna be using a custom seamless texture that I made.
I just uh took one of the reference images I had and I took it into a
gimp and removed all the lighting information on it
and um turned it into a seamless texture.
This one here
and we can also use that as a stencil.
Just resent resent the aspect and the transform. And can also
use it in certain areas to brush it on.
And it gives a really really nice variation too.
You know to those really smooth areas.
I can also
just use it as a brush texture and try to
stamp on some of the some of the wrinkles there.
But that really didn't work
now. The best way that I found out works for this is using the view plane
and that just maps the texture
To my three d. Window here.
And you can see that's why I made it title because then we can just brush over
the entire model there
And
right now the
the main flow of that texture is uh
sort of vertically. So I can just
align my model in a way that I want that detail to be added. And I can just
gently brush over it
and that adds a lot of depth to those really smooth places.
Of course, it also depends on the size of the brush.
So I had to work with a fairly large brush there.
Here's a little clip that we have to iron out using the soft and brush
just repainting some of these wrinkles there
back to text during
and we can just align the leg and
adjust the texture. Science pressing f
and just brush over this whole area there.
Also maybe a bit on the feet are too much
and on the legs. And especially here in that
joint
and on the knee. And here
as it adds a lot of life
now, going
to the neck
testing to see if it works here as well.
Maybe you try to break up some of these parts here on the face
here, it doesn't fit all.
I'm going to undo there.
Right,
I'm just adding it in places where
um it seems adequate that
it's probably
it's probably too smooth right now
here, you can see on the spikes, it got
I accidentally added a bit too much there and it doesn't really work there.
So I had hit undo again
here on the underside of the jaw,
probably don't want too much of it
because
if we're adding too much, that's kind of like to repeat a real
to a repetitive
can also probably break up these
long,
long stretches on the arm where nothing is really happening.
Trying to make it a bit more lively
here as well. But I think I have to be very careful by not adding too much
in between those fingers. That's probably okay.
May be given more variation to the shoulders,
back to the legs and the tail.
I think I didn't really show the tail textural, but it's well,
basically the same as the rest of the body.
So nothing really different
now. Also
the back of the upper arm
that probably probably needs
needs a bit more
but probably not too much.
So, I'll just even that out with a little gray brush
now, ironing out a few wrinkles here underneath
the torso
china, just trying to give it a bit more variation,
but everything else,
it's getting to a level of detail where
think
we're close to being done