After discovering how to cleanly retopologize high-poly ZBrush models down in size using ZRemesher I went back into my Maya scene and deleted all the triangulated debris models and created new ones. The old debris has a Honey preset aiStandardShader applied to them because I could not unwrap the triangulated UVs and resigned to using a default material which mostly hid the imperfect mesh. However, the new clean topology allowed me to texture the meshes properly and bring out all the shapes and crevices. Substance Painter was used to create the following textures:
Heart
Webbing
Roots
Moss
The textures applied to these meshes isn't as intricate or as polished as it could've been if there was more leniency with time. Most of the effects are painted on with a couple of Brushes and Tools such as Veins and Welding.
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