Last week, I made exemplary models, topology, and rigging. This week, I’ll organize the UVs, paint the textures in Substance Painter, and finally go to PS to manage the textures.
For the mermaid decal, I divided the mermaid’s body into several parts, cutting the decal from the neck, the waist, the arms, and finally, the back, as usual, to ensure that there are no seams on either side.




Also, I split the other parts into two UV maps since the fins were made earlier and the hair didn’t need to be mapped, so I mainly did it to complete the new body maps.
I put the low-poly into the substance painter and then baked it using the Zbursh sculpted high-poly model so that the normal of the high-poly would be engraved on the low-poly, and I could have a significantly refined-looking model.

Final Effect:
Base color:


Emission:


Normal:


Roughness:




The rendering in Maya looks like this:









Challenge:
I only encountered a few challenges during this texturing process. I have some background in painting, and using Substance Painter to create textures for 3D models is relatively easy. I used my painting skills to make the model look more alive.
However, the baking process of the model is more troublesome for me. The last time I tried this method was to create rocks on the ocean floor, so this part of the work became a learning point for this project. During the baking process, I need to consider the details and quality of the texture and ensure that the baked effect can perfectly match the model’s geometry. However, the results always need improvement, inseparable from the model’s production. Relationship, so this made me realize that I still need to improve my skills. Fortunately, I can correct these deficiencies by modifying the normal map.
Insufficient:
Although I could use some essential brush functions of Substance Painter proficiently, the things I drew were not as refined as Photoshop. This is due to a certain degree of deficiency in my knowledge of this software.
This texture production process made me more familiar with the operation process of Substance Painter. Also, it made me realize that I still have room for improvement in texture painting. I plan to hone my skills in future work, particularly in texture refinement and baking techniques, to create more refined and high-quality texture effects.
Next week, I will develop the most basic scene structure and modify the animation according to the teacher’s feedback.
And, since the new semester is about to start, I have made some plans for the coming time:
Week 7: Animation
Week 8: 3D scene redesign (unreal)
week 9: 3D scene redesign (unreal)
Week 10: camera setting
Week 11: VFX setting and Animation setting
Week 12: Modify the model
Week 13: Lens depth of field
Week 14: Final Checking and Rendering
Week 15: Post-processing