TeriyakiStyle: haha thanks Matt! gametime: Thanks for the feedback. I actually did experiment with different colour schemes on both the head gear and cloth elements, but I found that introducing more colour didn't fit with the type of character I was trying to portray. I'm not sure what you mean by "iro mistimed", but again thanks for your thoughts. rusty_hawk: Thanks mate Starkist: Cheers man. Are you referring to the separate UV island in the video? That's his neck, not his lower jaw. I separated it in this case to try to minimise the amount of texture stretching. Jon Mills: Thankyou Hermit: Cheers mate! SA_22: Thanks a lot bud Shiniku: Thanks:) K-O-S: Thanks. I use layers when sculpting, but not when polypainting because I usually get issues doing that. penrod: Cheers man slosh: Yeah I finally got around to it. Thanks buddy BradMeyers82: No worries man, glad you like it. The hair stuble was done with fibermesh and baked onto the head, but the mohawk hair was done by hand painting hair cards in photoshop and layering them manually in Maya. ae: Thanks man! spiderDude: Cheers mate tsabszy: Thanks a lot man, I appreciate it. Glad all those hours working at it are paying off. JordanLeigh: I used 2 materials, the Flat Color and zbro_Paint (can be found at http://luckilytip.blogspot.com.au/).
Hey Adam,
How did you get the hair that you painted in Zbrush to transfer over to photoshop? Did you just repaint the hair and eyebrows in Photoshop? Really great time-lapse!
Awesome work !!! It's realy impressive ! Like Sixtk, i'm curious to know how you have bake the fibermesh on your texture ! that can be realy usefull ! ! !
ok, so who brought this thread back from the dead? :P
Thanks for all the comments. Seems like there's a bit of interest about how I baked the fibermesh stubble.
To get the colour information from the stubble fibermesh:
-Export the stubble fibermesh as an OBJ from ZBrush
-If you want to have the stubble colour information separate from the head polypaint, then fill the head sculpt with white polypaint and export it with the vertex colours. This will act as a "blocker", otherwise you'll end up with fibers baking incorrectly if you bake without the head.
-In Xnormal load the white head sculpt and the stubble fibermesh in the High definition meshes tab. Uncheck Ignore per-vertex-color.
-Then Bake Highpoly's vertex colours in the baking options.
-This should give you a white map with the dark stubble. You can then apply this to your head texture as a separate layer in photoshop.
To get the normal information from the fibermesh stubble, just bake normally, or use something like nDo2 on the stubble vertex colour map.
Adam did you use additional settings to render zbrash or have only used materials, and another question if some realties palette information kotorub you applied layers? Sorry for my English))
Replies
Hey im wondering if you could share your settings for the fibermesh hair and technique you used. (that is how you did that right?)
your skills have developed like crazy in the last few years. i'm really jealous!
congrats!
gametime: Thanks for the feedback. I actually did experiment with different colour schemes on both the head gear and cloth elements, but I found that introducing more colour didn't fit with the type of character I was trying to portray. I'm not sure what you mean by "iro mistimed", but again thanks for your thoughts.
rusty_hawk: Thanks mate
Starkist: Cheers man. Are you referring to the separate UV island in the video? That's his neck, not his lower jaw. I separated it in this case to try to minimise the amount of texture stretching.
Jon Mills: Thankyou
Hermit: Cheers mate!
SA_22: Thanks a lot bud
Shiniku: Thanks:)
K-O-S: Thanks. I use layers when sculpting, but not when polypainting because I usually get issues doing that.
penrod: Cheers man
slosh: Yeah I finally got around to it. Thanks buddy
BradMeyers82: No worries man, glad you like it. The hair stuble was done with fibermesh and baked onto the head, but the mohawk hair was done by hand painting hair cards in photoshop and layering them manually in Maya.
ae: Thanks man!
spiderDude: Cheers mate
tsabszy: Thanks a lot man, I appreciate it. Glad all those hours working at it are paying off.
JordanLeigh: I used 2 materials, the Flat Color and zbro_Paint (can be found at http://luckilytip.blogspot.com.au/).
Thanks a lot for the polypainting video, super helpfull!
Is this Bust textured in Mudbox?
How did you get the hair that you painted in Zbrush to transfer over to photoshop? Did you just repaint the hair and eyebrows in Photoshop? Really great time-lapse!
Thanks
Thanks for all the comments. Seems like there's a bit of interest about how I baked the fibermesh stubble.
To get the colour information from the stubble fibermesh:
-Export the stubble fibermesh as an OBJ from ZBrush
-If you want to have the stubble colour information separate from the head polypaint, then fill the head sculpt with white polypaint and export it with the vertex colours. This will act as a "blocker", otherwise you'll end up with fibers baking incorrectly if you bake without the head.
-In Xnormal load the white head sculpt and the stubble fibermesh in the High definition meshes tab. Uncheck Ignore per-vertex-color.
-Then Bake Highpoly's vertex colours in the baking options.
-This should give you a white map with the dark stubble. You can then apply this to your head texture as a separate layer in photoshop.
To get the normal information from the fibermesh stubble, just bake normally, or use something like nDo2 on the stubble vertex colour map.
Hope that helps.