I was determined to keep these characters extremely clean under the hood, with good topology and well organized and laid out UVs. As per usual, this was an enormously long process – for ease of texturing, I wanted to keep like materials near each other, which led to some minor inefficiency in texture space usage, but generally I managed to fill most of the 5 4k texture maps that I used for each character. They’re separated out by skin, trim and leather, main fabric, accessory fabric, and hard surface such as metal or jewelry parts. I then set separate named materials in Maya and sent them off to Substance Painter for texturing.




