In this chapter, we will cover the following recipes:
Sculpting more details on the high resolution mesh
Baking the normals of the sculpted mesh on the low resolution one
The Armor textures
Adding a dirty Vertex Colors layer and baking it to an image texture
The Quick Edit tool
Introduction
In Chapter 10, Creating the Textures, we have prepared the color and bump texture images for the Gidiosaurus skin. In this chapter, we'll see the process for creating some additional (but equally important, nonetheless) textures, both for the character and the iron Armor.