So finally getting a little further in Blender. I’m working on a human based model (L’Homme from Poser) and similarly from what I learned in Substance Painter, I need to know how to create a new layer that will allow me to put in pore details as well as vascular details that will just work over all the seams (UDIM layout).
My other side question is would I need to go into sculpt mode, to put in things like pores and vascularity and have them export as Normal and Height maps? Or can I achieve this in the paint area (probably not and probably a stupid question for the gurus but I’m a newbie so forgive me).
My last side question is how do I export the maps from Blender when I’m through with all the work? I’ve looked through the forums about that but can’t find a specific topic on that from my brief look around.
First, I would do these separately…Pores would be via either Normals or Displacement
Vascular details, on the other hand, would be in your Albedo / SSS or just an overlay mixed with the Albedo layer. ( NOTE: the mask you use in creating your vascular details can also be used if made into a normal or better added into your displacement, like the veins on your inner wrist…)
What I suggest is that you look into creating Group Nodes…that is easy to do but appears extremely difficult when viewing the inner nodes that make up the Group…
an example of a SSS group controller node…
Using the Group Node Concept, create your node tree by working on different sections. for adding and mixing things like SSS, Normals and Micro Normals, Vascular details, and whatever else you need… like in here…the vascular addition is done by combining a B/W Vascular Mask and mixing a bluish tint to the Albedo texture…
I was over at the Blender Market and found some useful tools, one for exporting and quick baking so I’ll probably get that as well as a really cheap set of tutorials called “Almost Free Blender Tutorials for Beginners” that should help me understand things a bit better.