Hi, I've been wanting to learn more about how to make my own textures in zBrush. Textures like tiles, mud, grass etc, and I'm unsure about the workflow on how to get all the maps, so I was wondering how you guys do it?
My guess is that you sculpt a plane texture in zBrush using the Document settings and offset to make it tile, then you use subtools to add more details like rocks and grass etc. Now comes the part I'm most unsure of; Do you polypaint the albedo map, or do you polypaint a solid color on the different parts to use as a selection mask in Photoshop?
So far when I've made tiles, Ive sculpted in zBrush, then decimated and baked all the maps in xNormal, but I feel that's a dumb workflow to do with more complex textures.
Hopefully some of you can shed some light on my troubles, and help me become a better texturer!
Replies
Watch this for an awesome setup for tiling textures. But as for your exact question I would say whatever works for your pipeline. I use substance designer for my texturing work, so I tend to export color maps from zbrush and do my texture using those maps. But if you like polypainting thats ok too. I believe the artist Bradford smith, from naughty dog, uses poly paint as a base then finishes with photoshop.
[ame="https://www.youtube.com/watch?v=rNgs2DcAsF4"]https://www.youtube.com/watch?v=rNgs2DcAsF4[/ame]