From the course: Animation Pipeline Production
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Shading and surfacing
- [Instructor] Your 3D models need to be textured. And for our pipeline, we're going to be using Substance Painter to paint those textures. We're going to be utilizing a PBR or physically based renderable texture workflow. Now before I get any deeper, I recommend this one course by Wes McDermott on the Substance Painter Essential Training. And it could be found on the online training library. Now let's switch over to our 3D program and get our model prepped. Now there's a few things you need to do. So first, let's make sure that every piece of geometry, that is every single face on this model has a material assigned to it. You don't want a single thing to not have a material. And it's okay if the UVs overlap over here with different materials. Just make sure that the UVs don't overlap on the same material. What I mean by that is for example, if you wanted to have the left arm and the right arm textured, keep both of them separate on the left or you risk having whatever you paint on…
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