Does anyone have a workflow or insight on how to make Specular maps for a "Face" sculpted in Zbrush ? for example if u only sculpted a face from scratch. No polypaint, just high frequency alphas applied for details.
There's is no specific "Specular workflow" for ZBrush, but this artist has nice tricks to render fancy Zbrush renders for fun. Not useful for the game character pipeline or for the production itself.
Polypainting is quite necessary to achieve those different specular highlights on the face inside Zbrush, by painting materials.
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Polypainting is quite necessary to achieve those different specular highlights on the face inside Zbrush, by painting materials.
https://www.artstation.com/artwork/xogKW