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Graves being a pretty old champion has yet so receive a visual game update so his texture is quite rough in comparison with a newer champion like Akshan. To show you just how important painting at higher resolutions can be, take a look at these comparisons between textures. All textures must also be converted into a “.DDS.” You can use XnConvert for that to help automate the process. Every champion needs love, especially the older ones, so their textures should be the exact same sizes as their newer skins and champions. EVEN IF A CHAMPION’S ORIGINAL TEXTURE IS 512×512, ALWAYS MAKE YOUR FINAL TEXTURE 1024×1024. You can always downscale in Photoshop or Gimp equivalent later. That means you want your texture output to be at 2040x2040px or higher at 4096×4096 (only IF your computer can handle it). Most League textures are at their highest at 1020x1020px. ![]() TIP 1: Always paint at a higher texture output than you plan to export, at the very least double the original texture size. Very useful for repainting areas like hair where you want to do a lot of smudging on top of what you’ve already painted. You can also export your entire texture when you are finished and then reimport that texture so that you have everything on one single layer. Now you can create a fill layer with a mask and paint where you want the face and make your edits! □ Go to “file > import resources > add resource,” then select your image/texture file and change the file type to “texture.” Import the resource to your Project. You can only import regular image formats like PNG or JPG. You can import textures to your scene which is especially useful when you are reusing a champion’s face from their best skin. From there you can “soften edges” and that’ll help get rid of polygonal faces in your bake. When you bring your model in Maya you want to first reverse your normals AND then hit “set to face.” Your model should appear white like normal. You can easily fix this easily through Maya. If you have them flipped correctly however, this can still happen. It will happen if your normals are flipped the incorrect way. This commonly happens when you take model parts and pieces from the existing skins and champions from League. ![]() If your normals need to be reversed, go to “mesh display > reverse.” If your normals are reversed you will likely see small green dots or nothing at all. In Maya, to check our face normals, select your object in face mode and then hold right click + shift and drag your mouse to “face normals > toggle face normal display.” If your normals are flipped correctly, you should see the green sticks facing out from the faces. ![]() The first thing we need to do before we even open the program is to make sure our mesh is ready. Written tutorial Preparing the Model for Substanceġ. There are plenty of great tutorials on it but this specifically talks about color and the basic process for that. Adobe Substance Painter is one of the industry standards when it comes to texture painting. Adobe substance 3d painter tutorial skin#That may turn many people off but it is definitely worth it once you get used to it, especially if you are doing other things on top of making League skin textures. Adobe substance 3d painter tutorial trial#You can get a free trial on Substance Painter for 30 days and if you like it you will have to pay $20 a month for use. It is split into different sections to help those who need help on specific but good to know processes. If this is your first time going through this tutorial, please read everything thoroughly from start to finish. ![]()
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