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I can't figure out how to texture the character. In blender, it is possible to draw on the UV scan, but I understand that detailed textures are not created in this way. I learned about PBR materials, but I don't understand how to draw with them. Please tell me: do I need to create PBR material from scratch? I need to texture this frog. I didn't find any suitable PBR materials in Quixel Mixer. How and where are they created? How do I start texturing?(The model is needed for the game) enter image description here

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    $\begingroup$ In Blender, head over to the Texturing Workspace, click the little plus sign in the Texture Slots panel on the right side, add a 'Base Color', a 'Roughness', a 'Specular' slot etc. and start painting. All textures are plugged into the principled shader automatically, makes it 'PBR'... Welcome to the World of PBR texturing (sounds fancy, but that's it technically). $\endgroup$ – brockmann Jun 18 at 9:13
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    $\begingroup$ I would say that there are 2 main methods: painting or procedural, and you can mix both. If you decide to paint, you can even use a real frog texture, in that case the Draw > Stencil brush is really convenient, maybe look into Stencil? $\endgroup$ – moonboots Jun 18 at 9:33
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    $\begingroup$ Also you should show a picture of the kind of texture you want to achieve, it will also depend on that $\endgroup$ – moonboots Jun 18 at 9:38
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If you want to stay fully procedural, maybe you could try with a Voronoi texture (Distance output/3D/Smooth F1/Euclidean), use it both as the Base Color and as a Bump map. Also give a bit of Subsurface Scattering to your Principled BSDF and put the Specular at 1, here is what it gives:

enter image description here

enter image description here

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  • $\begingroup$ you are great man.......... <3 $\endgroup$ – DredWolf Jun 18 at 20:29

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