GAD 445 Character and Environment Design Journal Collections
Char/Envi Design Project Journal 4
Char/Envi Design Project Journal 6
Using Adobe Substance Painter is another step to colour the Character model. To import them, I changed the settings by choosing 4096-document resolution and dragging the Low Poly Model. I also insert the High Poly model as the key to paint the whole model. I used the Bake Mesh Map to baked them automatically along with the unwrapped files.

Using Bake Mesh Map on the Character Model process
In my first testing, I drag a random material in the character mesh, creating a new layer and choosing the material selection to pick the colour material ID that I want to edit in a new layer. It turned out pretty great but I also need to reset because the colours aren’t based on the concept art.

3D Substance Painter Icon

Using Colour Selection and selecting Material ID for one layer

Result for testing the Material ID and inserting Random Material Process
To make the colours accurate, I used the Concept art reference image to copy the colours with the Eyedrop tool and add them in the new layer. I also used the fill layer and do the same process. This method was very helpful because colouring in the character mesh is not accurate, it only copies the shadow and lighting colour effects.
Some parts of the Character model can’t be fill out, so I used the Unwrapping parts to brush with the required colours that will automatically fill the mesh in the outside.

Using the Concept Art reference for colouring the High Poly Character Model

Using the Unwrapped and Colour Selection to fully colour them the same as 2D Concept Art
Another process of colouring the model is to use the Symmetry tool. It’s very fortunate this model is also symmetrical figure that I used this tool to colour each sides, reducing time.

Using Symmetry tool to colour both size Process
To colour the extra ones, I also create a new layer above and brush them. You can see an example image on the left about using the Black colour material, brushing the button asset in a new layer.

Adding New layer to brush one small asset Process
The moment I used the Material ID, there is some parts that aren’t connected with the colours. It seems that smaller assets like one strand of hair and goggles aren’t connected. It could be the reason the Low poly model has bigger parts than the High poly model. However, those small parts aren’t necessary to place them in the animation. It’s better to let it slide and learn my lesson not to make the Final Low poly bigger next time.

Pointy Hair and Elf Ears have lack of colourings part Screenshot

Goggles asset having a lack of colouring part Screenshot
As days goes on, I eventually understand how to use Adobe Substance Painter. I can add a layer, fill them out and using a mask selection to select one material ID for colouring them. I could also used the available materials in this software but, the character model doesn't have a suitable metal requirements needed to cover up. Here are the Technical Process that I’ve done when colouring this project using this application.

Increasing the Metallic, Roughness and Height of the Goggles Asset Process

Using the Unwrapped to colour the Golden Parts Process

Increasing Roughness and Reducing Metallic material for Scarf Asset Process

Finalizing the Layers and their materials for the Character Model Process
Once I’m done with the character’s face, hair, equipment and whole-body based on the concept art reference, I can export them using the Export textures, which resulted to have three texture files in the folder.