hello everyone , so i've started a project to make realistic model of cw flash barry allen . i love the show and it will be a cool project in my portfolio . all kind of critiques and help is really appreciated as am learning . so here is the first render iam posting , base meshes are ready and i will create some high details and good topology reproject it and will share it again . also i will need a lot of help in texturing . till then happy sculpting ..
hello everyone , so here are some changes i made in flash model mainly worked on legs proportions and give some folds . let me know what to work on before giving good topology . thank you
hello everyone , so i did change some anatomy and started working on his face , i find some difficulties matching it properly . i will attach the reference also , please have a look and guide me the things i can do to make it better . @Nuclear Angel@Brian "Panda" Choi
ok so i did retopology and made uvs will reproject details and hopefully will manage to get nice maps for it . i have made this a multi tiled uvs texture map . but exporting that map out of zbrush is a little tricky , if anyone have some work flow for it , that will be great help .
ok so i reprojected the details and then added some details too . and made a color id map so i can work in substance painter . i am a bit confused about texturing skin in substance painter will try to get as real as possible also i haven't made his eyes yet . if you have any suggestions or anything , ill be really glad to hear from you guys . Thank you (color id map) details .
hello everyone , i need help . problem is when i export high poly mesh from zbrush and import it in maya it makes extra seams on objects that are copied and mirrored , like the pics attached , any help regarding this problem ?
also is my workflow correct ? i mean importing high poly meshes in maya and then combining and renaming in it ? its very slow and not efficient as it sometimes crashes and almost always take so much time , but it is necessary for me to combine it and make single object so i can use it as high poly ref for substance painter .
IF you have seperate ztools, and you export an fbx, it saves the names of all the subtools under one group. Thats the workflow I do all the time. Did it last night even.
IF you have seperate ztools, and you export an fbx, it saves the names of all the subtools under one group. Thats the workflow I do all the time. Did it last night even.
this i did not knew , thank you so much , also do you change fbx to obj after that ? because i need that mesh for substance painter . right now i did the naming again after force closing it now iam exporting it again hoping this time it will work .
I dont use objs. I get perfectly fine results using Fbx files. As for Painter, just use the fbx file. You dont need to change it to an obj for that. When youre exporting from zbrush btw, use the fbx export/import plugin. ITs VERY useful, especially for assigning materials by polygroups, for your mat id bake in painter.
I dont use objs. I get perfectly fine results using Fbx files. As for Painter, just use the fbx file. You dont need to change it to an obj for that. When youre exporting from zbrush btw, use the fbx export/import plugin. ITs VERY useful, especially for assigning materials by polygroups, for your mat id bake in painter.
thank you so much for pointing this out , i will try with fbx now as exporting obj is crashing every time no use with that . just one more thing how do i export them correctly , i mean i know fbx plugin but what i did not get is how do i export them ? like i have 6 subtools , should i rename the subtools according to low meshes and export them separatly ? okkkk i think iam getting it . so i can use all those seperated meshes as high poly base to bake ?
ok , so i ran into another problem , can someone please help me out ? . so i was trying to bake the model am working on , here is a pic of it in normal ( i mean just imported low poly mesh no bake ) this mesh has multiple meshes all exported into single file called flash_low , also all the meshes have names like face_low , mask_low etc . so when i baked it using match by name i get below result . i dont know why this is happening . i have named all the high poly meshes according to low poly meshes like if i have face_ low then high poly one is face_high. still iam getting this . why ? so i tried to bake by match by always and i get this result . these errors are pretty obvious cause of overlapping . right ? or is there something else ?
also i wanted to know is it necessary to have same uvs or uvs atall on high poly mesh ? in this scene my low poly mesh have different uvs than high poly one , i mean uvs are same but they are not placed like high one . ? please shine some light on these . Thank you
You should do whatever gets you r the best result borheim. I"m not really sure how to explain padding. Although the polycount wiki has a lot of great information on it(baking), you can refer there.
When you have a hard edge in your low poly, you should split the UVs at those hard edges. This is usually something you do for hard surface items. I don't think you need to do this for your current character. So I see hard edges on the collar and the edge of the mask...I would soften those and rebake. Padding refers to the amount of bleed outside your UV islands. This will prevent seams from occurring at the edges of those UV islands. I'm not sure what res you're textures are but something like 10 pixels should do it.
When you have a hard edge in your low poly, you should split the UVs at those hard edges. This is usually something you do for hard surface items. I don't think you need to do this for your current character. So I see hard edges on the collar and the edge of the mask...I would soften those and rebake. Padding refers to the amount of bleed outside your UV islands. This will prevent seams from occurring at the edges of those UV islands. I'm not sure what res you're textures are but something like 10 pixels should do it.
got it , i will soften those one too . thank you . also can you please help with baking by match by name bake because when i do it iam getting this result . earlier i was not getting any detail even on body . now its like this even though i have named all the high poly and low poly meshes accordingly . like this please help me fix this .
You should do whatever gets you r the best result borheim. I"m not really sure how to explain padding. Although the polycount wiki has a lot of great information on it(baking), you can refer there.
yeeee... so i crack the match by name bake and did it successfully . thank you for your help guys .
BUT as you can see the error below , it did not pick the vertex color i assigned to high poly meshes , i researched and found out that when exporting it to fbx i have to make sure that all vertex have color , like even the white color has to be painted . so i checked it again and i am pretty sure there is no vertex without color , but still am not getting any color . plus my third udim which is of face and half mask is black . like this and others are blank . here is a curvature map too if that helps . if iam doing something wrong please tell me .
aaaaaaaaaaa......... please help this is so frustrating one problem is not solved and another arises . so now iam getting this error unable to load scene from url if anyone know why this happened . please help
ok so i exported low mesh as fbx and it worked . i also exported it as obj again but that did not worked . so now i am back to why its not picking vertex color in id map .
This should explain why your color id isnt getting baked. You need to change the color source. In this case, it sounds like youre using vertex colors. IF so you've got to change your source to that, under the ID tab.
This should explain why your color id isnt getting baked. You need to change the color source. In this case, it sounds like youre using vertex colors. IF so you've got to change your source to that, under the ID tab.
yessssss.... you are awesome .... thank you so much ... i spend whole day on this , now its seems so obvious ... thank you .
ok so i got color id into sp but its way to blurry and pixelated . why ? i baked it on 2k and its still blurry , other maps are coming out good . here some images also i am still getting little bit bad projections like this
AS for the blurryness on the id map. I"m not sure how to fix that, I tend to just, paint over it , and edit the mask after the fact. And your projections could be a number of things, I had the same issue last night. it could be -your topology on your low poly -your projection -the fact that youre not using a cage.
IT could be a lot of things. Usually, if its not too bad i just fix it in photoshop.
AS for the blurryness on the id map. I"m not sure how to fix that, I tend to just, paint over it , and edit the mask after the fact. And your projections could be a number of things, I had the same issue last night. it could be -your topology on your low poly -your projection -the fact that youre not using a cage.
IT could be a lot of things. Usually, if its not too bad i just fix it in photoshop.
yes i researched for blurryness issue and found editing is the only way i could fix that ( also my polypaint was not sharp enough so my id map is way too blurry ) so i also edit the mask . its not that difficult as my map is not so complicated .
and for those errors i did not fixed them i hope ill be able do fix them in ps . will need your help . . thank you so much .
so finally i managed to work around substance painter and put some textures on it . please give your feedback . also legs look short again i will have to work on it and i how should i texture face in sp ? or should i do that in zbrush and import that map in here ?
I like the overall textures, but you gotta fix the proportions. You gotta test things out, but what stands out the most right now is very long neck, that might fix the illusion of the shorter legs, but you may have to make them a bit longer.
I like the overall textures, but you gotta fix the proportions. You gotta test things out, but what stands out the most right now is very long neck, that might fix the illusion of the shorter legs, but you may have to make them a bit longer.
wow firstly , i really like your work . great work . i didn't thought about the neck at first ( because the reference i am using grant gustin has a long neck ) but you are right it is adding the wrong proportion so i will adjust that too along with the legs . thank you
so this is my first arnold render .. not looking what i want though , ill check some tuts on arnold then do it again . also i changed his legs and neck anatomy . how is it now ? any other suggestions ?
hello guys , i have been learning about lighting , shaders and rendering , have learned many new things . i need some help , i was trying to render in arnold , but it seems my maps have some problems , please please help me , i have spent so much time on it . and want to just finish it now .
so seems like there is some seam related problem ? also i want to tell that the upper part of mask is in separate udim but these strong lines are everywhere on the seams . please tell me how can i solve this ? here are some maps to see it clearly .
wow , there is so much to learn , thank you for posting this . i have been reading and i think i have messed up some things in initial stages .i want to finish this now .
yea think ill just start another project and will do that properly , i learned a lot from this one though . so thank you soo much for your help everyone .
Replies
@slosh how the anatomy now
ok so i did retopology and made uvs will reproject details and hopefully will manage to get nice maps for it . i have made this a multi tiled uvs texture map . but exporting that map out of zbrush is a little tricky , if anyone have some work flow for it , that will be great help .
so i tried to bake by match by always and i get this result . these errors are pretty obvious cause of overlapping . right ? or is there something else ?
also i wanted to know is it necessary to have same uvs or uvs atall on high poly mesh ? in this scene my low poly mesh have different uvs than high poly one , i mean uvs are same but they are not placed like high one . ? please shine some light on these . Thank you
a few things I would check
-make sure your normals are softened,
-there is sufficient padding
and to answer your question, the high poly mesh does not need to have the same uv's.
http://wiki.polycount.com/wiki/Texture_Baking
BUT as you can see the error below , it did not pick the vertex color i assigned to high poly meshes , i researched and found out that when exporting it to fbx i have to make sure that all vertex have color , like even the white color has to be painted . so i checked it again and i am pretty sure there is no vertex without color , but still am not getting any color . plus my third udim which is of face and half mask is black . like this and others are blank . here is a curvature map too if that helps . if iam doing something wrong please tell me .
This should explain why your color id isnt getting baked. You need to change the color source. In this case, it sounds like youre using vertex colors. IF so you've got to change your source to that, under the ID tab.
-your topology on your low poly
-your projection
-the fact that youre not using a cage.
IT could be a lot of things. Usually, if its not too bad i just fix it in photoshop.
and for those errors i did not fixed them i hope ill be able do fix them in ps . will need your help . . thank you so much .
i didn't thought about the neck at first ( because the reference i am using grant gustin has a long neck ) but you are right it is adding the wrong proportion so i will adjust that too along with the legs . thank you
so this is my first arnold render .. not looking what i want though , ill check some tuts on arnold then do it again . also i changed his legs and neck anatomy . how is it now ? any other suggestions ?
so seems like there is some seam related problem ? also i want to tell that the upper part of mask is in separate udim but these strong lines are everywhere on the seams . please tell me how can i solve this ? here are some maps to see it clearly .
Read.