Hello everyone, Im still fairly new and really enjoy looking at a lot of the amazing work you guys put up on a daily basis. My question here is, what is the difference and which is more preferred in the case of adding colors/textures to meshes/objects between poly painting and all other forms of poly painting that are offered in todays software and UV texturing?
I personally have not had an opportunity to do any poly painting but from what I saw in the videos Ive watched, it seams to be the more simpler, detailed way to go rather the having to unwrap UV's and size textures up perfectly while worrying about seams. Id simply like some insight on what you guys think of all this and why one may be better then the other or if they can some how work together.
Replies
you'll still need to uv themif you ever want to get the textures out from inside of zbrush.Zbrush has automatic uvs now so its pretty quick for that,but for gaming i still do my uvs in my 3d app.With polypainting you can paint over your seams and be more accurate becuase your working in 3d.Now the tradeoff is,you are painting per poly so you need to have alot of geo to make it look decent.But the texture will never look as good as in photoshop
Since it applies color to vertices, you need a whole lot of verts in order to paint anything detailed. This means that you need to paint on a highpoly mesh, which then means that the mesh cannot be used in a game because of how high-poly it is. Another problem is that you're limited to the tools within zBrush, which aren't that great compared to something like Photoshop or Substance or what have you.
That said, it can still be very useful. Once you create your game-resolution mesh, you can use a program like xNormal to bake the polypaint information from the highpoly to the lowpoly. This color can then be used as a base in photoshop for a texture in UV-space.
Also keep in mind that there are other methods of 3D-Painting besides Polypainting. You can paint in 3D, which means you can ignore seams, even in UV-space on a lowpoly model. Programs like 3DCoat and Mari do that, though I find their tools to be overall subpar compared to Photoshop, but they're good enough that you can do a whole asset with them. So you can get the best of both worlds really.
I'd always suggest baking as many map as possible before starting texturing. Then poly painting is awesome for blocking in ideas and getting broad strokes down on the model.
Has some custom brushes and layer blending options too, that zbrush seems to lack.
But as the others stated, won't ever look as good as photoshop texture.
you can paint direct to texture in mudbox as well, i think
In 3dsmax I use Viewport Canvas, this is like bodypaint where you can UV paint on a 3D model in the viewport, it has rudimentary photoshop like tools, layers and brushes but lacks filters and advanced layer options. Which is fine I mostly use it to hand paint and block in textures.
I haven't gotten too deep into zbrushes poly paint tools, I mostly stick to the basic sculpting, someday I'll branch out but for now viewport canvas and photoshop are my go to texture apps.
I still have to check out Substance, it looks like it could be pretty handy, as well as dDo.
http://www.maxon.net/products/bodypaint-3d/why-this-package.html
Seams so. :poly136: has a nice update might give it a go again if I can.
I've been doing prerendered stuff for iPhone game lately and have had great results by using a combination of the two in photoshop. I'm a big fan of CS5's ability to paint right on the model and switch back and forth between 3d and 2d while keeping all the same brushes and hotkeys.
I think its great to use both and have both at your disposal. Switching back and for is a really great way to get rid of seems and locate parts of the mesh on the UV sheet.
TL;DR Use both and have the ability to use both! They're both good at different things!
Direkt Painting in the UV is good for cloths because of the wrinkles. Skin or other greater Zones can be polypainted.
http://eat3d.com/zbrush35_character
http://eat3d.com/character_lowres
He goes into detail about polypainting characters and then baking them to a texture in a latter tutorial, which is pretty cool. I've only textured characters in 3D coat and Photoshop but would like to learn more about the ZB way of texturing, since it seems to have a lot of perks.
EDIT: Having said that, has anyone tried baking matcap information to a low poly, e.g. a glossy surface like a piece of armor for the specular with rust?
Maybe Romy can help.
His Pirate Castle has baked matcap Materials
http://www.polycount.com/forum/showthread.php?t=91066
Every object on the screen in order to keep the polygon count down has to be (dumbed down) to give it a name and be of lower polygon count.
normally items that the character interacts with are a bit higher in polygon count to give them a more polish look.
http://www.polycount.com/forum/showthread.php?t=86202&highlight=seth