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Zbrush - painting workflow

asdaq
polycounter lvl 4
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asdaq polycounter lvl 4
Hi guys,

I am looking for advice on texturing high poly zbrush sculpt.
So far I was doing LP characters for game engine so it my process was:
Zbrush HP sculpt > Retop as few chunks in 3ds MAX > bake the maps for the LP > paint the LP textures in PS.

Right now I was asked to do marketing render: posed HP sculpt, specific angle, lights etc.
I am looking for the best way of dealing with:

1. Zbrush HP sculpt does not have the UVs

automatic unwrap is crappy or I don't know how to use it - manual unwrap in Max? Sounds tedious as I have over 50 subtools

and if I should manually unwrap the subtools then

2. I would have to retopologize the subtools as well as the mesh flow is sometimes messed up due to cartoonish character and pose (and my skills probably)

and if I am right with the two above then:

3. it leaves me with 50 seperate elements with seperate textures. 50 seperate files to work with in PS.

So to sum up: is it all just the way it is or am I missing something? Any advice will be greatly appreciated.


Forgot to add:
One workflow I found is to do everything inside Zbrush with polypainting. That allows me to avoid unwrapping and retopologizing. The problem with this way of doing things is that I cannot go out to paint stuff in PS and the style I am going for is bit cartoony / handpainted.

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