- Texturing the model
After we’re happy with the light, it’s time to paint the textures for the character. There are a lot of software for this such as Mari, Substance Painter, Mudbox, and ZBrush. I used Mari to paint the body textures and Substance Painter for the other elements. Those software are easy to use and there is a lot of content online for study.
- Shaders and map setup in V-Ray
In this step, we are going to set up the shaders and maps for the character in V-Ray inside 3ds Max. The SSS shader is one of the most difficult shaders to set up, at least for me; it was a huge struggle at the beginning, for this shader to work well you have to make sure that your model is in the correct scale, that’s why we always work with real world measurements, otherwise the SSS will not work correctly.
Clothing and metals For the other elements of the character, I used VrayMtl, and the setup for each one is very similar.
Quick Tip: When you are setting up the normal map in 3ds Max, make sure to flip the green channel and override the gamma, so the map will work correctly.
- Displacement settings
To correctly do your displacement work in 3ds Max, you usually will have to find the right balance between the Amount and the Shift options, otherwise your mesh is going to inflate.
Quick Tip: To load UDIM textures inside 3ds Max, go to the material editor and create a VrayHDRI map. Make sure that your UDIM textures are named correctly and located in the same folder, after that load one of the textures on the bitmap slot inside the HDRI map, now you have to rename the end of the texture where it says the number of the UDIM tile (Ex. Displacement_1001.tif for Displacement_.tif). When you do that the HDRI map will load all the UDIM textures located in that folder at the same time.