#Cc maker tutorial full#
Tutorial 2: Workflow with Substance Painter, UDIM, and Full body cross for body texturing. If playback doesnt begin shortly, try restarting your device. If you have any questions please feel free to contact us. We recommend watching a few of the video tutorials weve created below.
#Cc maker tutorial install#
Tutorial 1: Character Creator 3 SkinGen Workflow with new CC3+ Base Advantages Download and install the latest version of Closed Caption Creator using one of the links above. To add the textures to the model, we do it individually in their corresponding box in the CC Material editor, and finally adjust the intensity level of the color.įollow the other 3 tutorials in this series: In the end, when we are satisfied with the result, we export in the traditional way.Ģ6.
#Cc maker tutorial skin#
In my case I am going to use somber colors so as not to make them stand out above the skin texture.
In Substance, we can have fun adding predefined materials or even create our own smart material by combining layers and adding filters or generators. Find any material you need in our giant library of PBR materials. This tutorial does not even scratch the surface of what is possible using make, but is intended as a starters guide so that you can quickly and easily create your own makefiles for small to medium-sized projects. Enhance your work by using the most accurate and detailed 3D Scanned materials and objects. But always remember to add the Bake maps that are very important.Ģ5. Makefiles are a simple way to organize code compilation. One way to speed up work is to transfer the skins directly to the body without textures and then do the same export process to Substance Painter the same way we did with the body.įrom a project creation point of view, it is not necessary to activate the UV Tile option. The next step is to manually import the accessories and clothing into our CC interface. I do the same for shoes and other accessories.Ģ4. Once the modeling is finished, I proceed to organize the low resolution geometries together with the UV In this case, I recommend separating the pieces according to their location on the body, that is, the belt with the fabrics separated from the shoulder pad, which in turn has its own UV. This is done through the Dynamics menu, supported by Dynamic Subdivide.Ģ3. We will take advantage of the fabric simulation system in the 2021 ZBrush update, to make a few accessories that complement such as a cape and other clothes from the belt. In my case I use brushes that can be obtained from internet libraries.Ģ2. To add interesting details, I recommend adding imperfections to the geometry such as scratches, streaks, or dents. To easily exemplify it, the belt below is constructed with a cylinder.Īnd in the case of the shoulder pad, it is built with the help of the extract, the ZRemesher and the Move brush.Ģ1. Another very important tool is the Extract tool, which will help us create hard objects adjusted to the body. For this we will take basic geometric figures such as cylinders and cubes to mold them with a Move brush and adjust to the references. The process of sculpting the outfit will be done entirely with ZBrush.