I will explain the texture process on the head texture, that also includes the helmet and the mask.

For the head texture I rendered an Ambient Occlusion map:

and also a Cavity map:

This 2 textures will get multiplied on top. The maps need some adjustment because you don't want too much grey multiplied on your texture.

I have also rendered a Selection map, the elements are simply rendered in different colors that will help a lot in selecting the elements in the texture.

Also helpful is a UVW map:

With the selection map I can very quickly lay the colors down:

The skin was painted in Zbrush on the actual sculpt and after that baked in the low poly uvw. Note: the yellow filling will later look much different with the gold material effect applied.

I enhance the fillings with texture patterns. Most of them I get from texture photos from cgtextures. They need some adjustment and need to be made tileable.

Then I added the final details like scratches, dirt and peeled of paint. Also added here is some color variation and details like signs:

Good varied brushes are very handy for painting the dirt. For the scratches you may use a 1 or 2 pixel brush and just scratch over it, but make your mind where scratches appear the most. The metal will get mostly scratched on outer edges. For the edges you can additionally use the glowing outlines filter on your normal texture. That result needs to get adjusted to white outlines and than be overlayed on the metal parts. But you also need to erase the outlines on inner edges and its better to overlay it very slightly and make some real scratches on some of the edges. It will be much more handy for the specular texture. The peeled of paint can simply made by erasing parts in the fillings. It get also mostly peeled of at the edges.

With the finished diffuse texture I can make the specular texture:

Most of it is changed with adjustment layers. The scratches are made very bright and the dirt is dark in his specular. For the skin, I tinted the specular color blueish and added some noise textures that will simulate pores and sweat. The hair and beard has also very small noise to fake the hair. The edges are largely very bright, mostly made with the filter trick I explained before.

With the details the normal map can be enhanced:

With the xnormal or nvidia filter normal textures can be generated on the base of basic black and white height information. As you can see here I used the scratches, peeled of paint and hair noise to generate normal details.

Here are the textures applied to the model in 3dsmax. The material is very simple, only with the diffuse texture and the normal texture.

Previewing the textures, on the model, can be quickly done in 3dsmax but to really see how it will turn out you need to make a proper material in the Unreal editor.


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