Hello PC,
I`m just keep digging in Zbrush and have some quite dumb question. Here is my pipeline of making destructed pillar.
- Created base mesh of pillar in 3ds max low poly
- Imported in Zbrush and subdivided it a couple of times
- Used clay tubes, smooth and crumple brushes to give geometry rock look
- Assigned some noise to entire pillar to make it look like a concrete pillar
When all hi-poly changes were made, I decided to paint model directly in Zbrush with UV created with UV master
- Changed subdivisions to the lower level 1
- Used UV master -> Work on clone -> Unwrap -> Copy UV`s
- Opened hi-poly subtool -> UV Master -> Paste UV's
- Imported texture of concrete in spotlight and painted on my mesh
When I was satisfied with painted model, I went to Texture map and clicked "New texture" and then exported it as .psd file. And finally prepared model for export
- Hi-poly model was decimated with decimation master
- exported to obj
So in conclusion I have hi-poly pillar which I can bake then to normal map, but diffuse map loos poor. If you could suggest your pipeline on making such model, I will be glad to hear about your experience.
Replies
- exported hipoly to obj with painted texture to max
- imported hipoly model and decreased polys, so it turned to low-poly
- unwrapped Lowpoly model
- adjusted hi and low poly at the same coordinates and baked diffuse and normal map from hi to low poly model (so all texture info and normal went to my UV's)
After this I guess I can work in photoshop and assign new hi res textures, what you think? Is this a good pipeline, or am I doing some unnecessary steps?