Hi everyone! I create this frog, but i have a problem.
1) How i can apply different material on eye and skin?
2) Draw texture on model in zbrush? or use photoshop?
1) It looks like the eyes are seperate subtools from the body yeah? All you have to do if this is the case is select a brush and turn M or MRGB on (Up top near Zadd / Zsub / Zintensity stuff). Basically M stands for material, MRGB for Material + Red Green Blue colouring.. etc. If M is on and you go Colour > Fill, the entire subtool will be filled with the currently selected material. At first you won't see the change, but now if you change the selected material the subtool you filled won't change. It'll probably prompt you if polypainting needs to be turned on.
If MRGB is selected, then it will fill with both the currently selected material AND the currently selected colour.
If they're all the one subtool, then you can fill the whole frog with the skin material, then with M turned on on your brush and Zadd/Zsub turned off, you can paint the eye material on the eyes. You'll want to look into material blending too if that's the case, but I doubt it is.
2) Same as above, turn RGB on, Zadd/Zsub off on your brush. If you google Zbrush Spotlight, Zbrush Zapplink you'll also get information on some extra methods you can use. You might want to watch a quick tutorial or two before you begin. If you're painting but not seeing anything, check RGB is on, check your selected colour, and check Polypaint is turned on for your subtool (Tool palette for memory).
Depends. From this angle it actually looks like the eyes are part of the mesh, before I'd assumed they were separate subtools.
Since your model is symmetrical (at least it looks that way) you should be painting/sculpting with symmetry on, I notice in the first screenshot you definitely have symmetry on so I assume you forgot about it when doing the eye?
If you open up the Tool > Deformation palette there are options for resym, but I'm not sure if they include polypaint.. If not, you might just want to turn symmetry on and paint the eye you've already painted again, so it's copied over to the unpainted eye.
If for some reason your symmetry is not perfect you'll have to use resym / play with symmetry settings (local symmetry on/off, custom pivot perhaps).
Do you have a low poly version? If not, you'll have to make one, either from scratch or retopologised from the high poly.
Once you do, you need to bake the maps from the high to the low. You could do this with Zbrush + Multi Map exporter plugin, or use a program like xNormal. You get more control and probably better results for the normal map using xNormal, plus it's a good tool for most things so you might as well use it for this too.
I wouldn't use decimation master to create the low poly though (unless you want to have a very high poly low poly model).
You can either use retopology in zbrush or use external software like topogun.
Thanks! And another question) I export low poly version my model and look! frog dont have eyes! so then Xnormal bakes AOmap they need? How i can export all sub tool together? or its dasnt need?
Replies
If MRGB is selected, then it will fill with both the currently selected material AND the currently selected colour.
If they're all the one subtool, then you can fill the whole frog with the skin material, then with M turned on on your brush and Zadd/Zsub turned off, you can paint the eye material on the eyes. You'll want to look into material blending too if that's the case, but I doubt it is.
2) Same as above, turn RGB on, Zadd/Zsub off on your brush. If you google Zbrush Spotlight, Zbrush Zapplink you'll also get information on some extra methods you can use. You might want to watch a quick tutorial or two before you begin. If you're painting but not seeing anything, check RGB is on, check your selected colour, and check Polypaint is turned on for your subtool (Tool palette for memory).
Great work!
Since your model is symmetrical (at least it looks that way) you should be painting/sculpting with symmetry on, I notice in the first screenshot you definitely have symmetry on so I assume you forgot about it when doing the eye?
If you open up the Tool > Deformation palette there are options for resym, but I'm not sure if they include polypaint.. If not, you might just want to turn symmetry on and paint the eye you've already painted again, so it's copied over to the unpainted eye.
If for some reason your symmetry is not perfect you'll have to use resym / play with symmetry settings (local symmetry on/off, custom pivot perhaps).
Bek Thank You. You really help me! But eye is diferent sub tool. I just create new one and turn on simmetry:)
Once you do, you need to bake the maps from the high to the low. You could do this with Zbrush + Multi Map exporter plugin, or use a program like xNormal. You get more control and probably better results for the normal map using xNormal, plus it's a good tool for most things so you might as well use it for this too.
http://eat3d.com/free_zbrush_xnormal_pipe
This should be enough for baking with xnormal.
I wouldn't use decimation master to create the low poly though (unless you want to have a very high poly low poly model).
You can either use retopology in zbrush or use external software like topogun.