In this chapter, we will cover the following recipes:
- Sculpting more details on the high resolution mesh
- Baking the normals of the sculpted mesh on the low resolution one
- The Armor textures
- Adding a dirty Vertex Colors layer and baking it to an image texture
- The Quick Edit tool
In Chapter 10, Creating the Textures, we have prepared the color and bump texture images for the Gidiosaurus skin. In this chapter, we'll see the process for creating some additional (but equally important, nonetheless) textures, both for the character and the iron Armor.
In Chapter 2, Sculpting the Character's Base Mesh, we sculpted the Gidiosaurus character's features, obtaining a high resolution mesh that we re-topologized in the following Chapter 4, Re-topology of the High Resolution Sculpted Character's Mesh, to have a low resolution mesh for easy rigging and texturing.
Because in the following...