So I am working on a making a giraffe at the moment and have the high poly nearly done. I plan on doing completely unique UVs across the whole animal because of the nature of the spotting pattern which would look weird if it were mirrored. I plan on painting the spots by hand in zbrush and baking it to a map to finish texturing it photoshop.
What I am confused about is how to get the short hair to read well in the diffuse, spec, normal ect. I am doing a realistic style so I want the final textures to reflect that as well. Does anybody have good examples they could show me or any advice at all?
I use Maya, zbrush, photoshop, xnormal, and ndo2 if that makes a difference.
Replies
http://wiki.polycount.com/HairTechnique
I am glad the Panda tutorial is saved in a PDF because all his images on the thread are broken too.
http://wiki.polycount.com/PaintingAcrossSeams#Integrated_3D_Paint
Or, you could spend 5 seconds looking up a picture and notice that giraffe's don't have patches in the inner parts of their bodies, so you can position your UV-seams in places where patches don't occur naturally, like the middle of their belly, inner legs, on their back where spiky fur is, etc.
That is only for the legs, but I will need seams around the head and neck which the fur patch method will give me issues. I am going to mess around with some Maya fur and see if I can get some decent results and report back here in a few days.