The UVs were primarily created in RizomUV, while the texturing was done in Substance Painter.
The pattern on the character’s skirt may be revised later during the production process.






I limited the number of UV tiles to five in order to reduce resource usage.
The overall UV layout is fairly efficient, though there is some minor stretching at the bottom of the skirt.


These are some of the alpha maps I created for use in baking within Substance Painter
Rendering Test



Rendering test in Substance Painter. The patterns were hand-painted.