Can u tell me please how to assign textures on model in zbrush?
You need to use the texture palette http://docs.pixologic.com/reference-guide/texture/. I save the texture as a .jpg, as the source .tga wont import. Once you do that you can import it through the texture palette. With the right sub-tool selected, go to the texture palette and select the texture, and it should apply. If it does not apply, try clicking new, then selecting the texture.
I think they need a thicker trim on the top (see bracers) and all boots need a 'hinge' on the ankle (inside and out). (I assume the are metal, otherwise the hinge would be folds/creases)
Thanks for the feedback guys! Yeah Ghost there are a few areas that I want to go back and cut a little deeper, and I am probably doing that tonight after work. As for the rest of the boot I'm probably going to leave it, as I have so much stuff to finish, and any more work on the boot won't be noticed.
For the swirl designs the raised swirl pattern on the shoulders bracers and boots was made using an alpha I made of a single swirl. I would mask around the area and place a swirl using the standard brush with drag stroke. Once a swirl was placed I would mask it off as well to get the intersecting of the swirls. The rest of the details and swirls that are cut into the models we all done by hand.
Thanks, but I need to give credit to the XMD brushes I use. Pretty much all of the cuts in this model were done with the XMD_Plateau01 brush, this brush makes it pretty easy mode :poly136:
I think it could also be nice if u could place that ram head where the Cape meets the shoulders and make the ram head the connecting piece. That way the design would be more integrative rather than decorative.
I really dig that cape as it looks like the ram head is blowing smoke. Very cool design.
Thanks! Thats kind of what I was going for, I figured it would be a way to work in some of the swirl like cloud designs, and have it loosely tie into Drow's ability gust
I think it could also be nice if u could place that ram head where the Cape meets the shoulders and make the ram head the connecting piece. That way the design would be more integrative rather than decorative.
Thanks for the feedback. I probably won't bring the ram up that high as i want more of the quiver to be view-able than normal, from the game perspective. I still have a ton to do on it though, and some of the additional details may help to tie it all together better
looks too straight thoough, can you show it on her arm?
Still a little too early to show it on the arm. The plan is to sculpt, retopo, and bake the model symmetrically. Once its time to rig it I will form fit it around her arm more. Doing this I will be much better utilizing the texture space for the arm.
Ah I see. That's sounds like a more effective way to do it
Yeah doing my low poly I had a very what the fuck was I thinking moment, and knew I could much better on the bracer, should have another update after i get home from work and can whack on it some more :poly136:
You might possibly get some undesirable results with the normal map by bending the model post bake. The tangent normals will be rotating when you bend your model, throwing the tangent calculations off a little. Most likely not going to be a big issue, but something just to keep in the back of your mind if things look a little wobbly or bumpy later.
You might possibly get some undesirable results with the normal map by bending the model post bake. The tangent normals will be rotating when you bend your model, throwing the tangent calculations off a little. Most likely not going to be a big issue, but something just to keep in the back of your mind if things look a little wobbly or bumpy later.
:thumbup: completely have this in mind, I am going to be very careful with how I triangulate the mesh before the the bake, and the amount of bending post bake will be minimal and should cause little to no noticeable difference, good looking out, and happy hatting!
I wish I had done this differently for this New Bloom, but here is my Drow, pretty pleased with the results, this was also my fist time making a loading screen for myself :poly136:
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You need to use the texture palette http://docs.pixologic.com/reference-guide/texture/. I save the texture as a .jpg, as the source .tga wont import. Once you do that you can import it through the texture palette. With the right sub-tool selected, go to the texture palette and select the texture, and it should apply. If it does not apply, try clicking new, then selecting the texture.
Thanks, that was my goal, to add some more layers and help break up the horns a bit to help sell it as a head dress... now back to hatting :poly142:
For the swirl designs the raised swirl pattern on the shoulders bracers and boots was made using an alpha I made of a single swirl. I would mask around the area and place a swirl using the standard brush with drag stroke. Once a swirl was placed I would mask it off as well to get the intersecting of the swirls. The rest of the details and swirls that are cut into the models we all done by hand.
Thanks, but I need to give credit to the XMD brushes I use. Pretty much all of the cuts in this model were done with the XMD_Plateau01 brush, this brush makes it pretty easy mode :poly136:
Thanks! Thats kind of what I was going for, I figured it would be a way to work in some of the swirl like cloud designs, and have it loosely tie into Drow's ability gust
Thanks for the feedback. I probably won't bring the ram up that high as i want more of the quiver to be view-able than normal, from the game perspective. I still have a ton to do on it though, and some of the additional details may help to tie it all together better
Yeah the shallow cuts on that piece were intentional. it should make some more sense once its all baked and textured
Still a little too early to show it on the arm. The plan is to sculpt, retopo, and bake the model symmetrically. Once its time to rig it I will form fit it around her arm more. Doing this I will be much better utilizing the texture space for the arm.
Yeah doing my low poly I had a very what the fuck was I thinking moment, and knew I could much better on the bracer, should have another update after i get home from work and can whack on it some more :poly136:
:thumbup: completely have this in mind, I am going to be very careful with how I triangulate the mesh before the the bake, and the amount of bending post bake will be minimal and should cause little to no noticeable difference, good looking out, and happy hatting!