Hey guys I'm trying to speed up or look for holes in this workflow I spent sometime putting together.
-put together rough concept and collect reference
-model dense enough control mesh
-export to Zbrush
-make poly mesh 3d, assign groups, GUV tiles, and create morph target
-subdivide and model down to high frequency detail
-set draw smooth tolerance above 0
-export hi-poly to Max to check painting results
-paint spec level, then diffuse, then spec color, fix seams, and apply materials in Max
-place control mesh over hi-poly, optimize, turn edges, no intersecting
-test bake normal map w/ auto unwrap, make adjustments
-rig and then unwrap control mesh
-bake normal map
-bake diffuse, spec color, and spec level w/ 100% self-illum one at a time
-animate
-done
I export the hi-poly to Zbrush and use GUV tiles so I can use the Z-app link to paint it with photoshop and Zbrush. I think I'd paint the specular level map first since It'll determine the overall lighting for the map. The diffuse color and spec color will determine color info only, and no bump map is included (not sure if this is good or bad just yet).
I would bake the lighting with the basic material in projection master and use that as a base for the maps. Last thing to mention is that I'd bake the finished maps onto the low-poly one at a time with 100% self-illumination.
Hopefully this will be useful to everyone.
Replies
the advantage I suppose is that you can clearly see what is going on with the texture in 2d whereas using guv tiles you can't?
I then export the displacement maps and normal map straight from zbrush.
However, you could always come back to the texture after you unwrap the finished lowpoly mesh.
Also, you'll be able to see the model w/ the normal map applied in Zbrush once the zmapper plugin is released:
http://206.145.80.239/zbc/showthread.php?t=28498&page=1
-paint spec level, then diffuse, then spec color, fix seams, and apply materials in Max
-bake diffuse, spec color, and spec level w/ 100% self-illum one at a time
I export the hi-poly to Zbrush and use GUV tiles so I can use the Z-app link to paint it with photoshop and Zbrush.
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So if I understand this right, you can paint the color / spec maps onto the high poly mesh, and when you bake in Max, it creates the texture map for the low poly? Didn't know it could work like that. I'll have to try that out.
"I would bake the lighting with the basic material in projection master and use that as a base for the maps."
Using the high frequency geometry I would apply the basic material or you could go with the toy plastic shader, go into projecton master and check shading, don't make any changes, and when you pick it up the lighting is baked onto the mesh. All the crevices and highlighty areas are defined when you do this, and you can directly paint over it.
This is why I would paint the greyscale spec level map first, and the color(diffuse/spec) afterwards.
Once you go into max all your maps are finished, you're just baking the finished maps onto the lowpoly cage w/ 100% self illumination.
-put together rough concept and collect reference
-model dense enough control mesh
-unwrap (for better results when editing in 2d)
-export to Zbrush
-make poly mesh 3d, assign groups, GUV tiles (if not unwrapped), and create a morph target
-subdivide and model down to high frequency detail
-set draw smooth tolerance above 0
-export hi-poly to Max to check painting results
-bake lighting using Zbrush material for spec level map
-paint spec level, diffuse color, spec color
-fix seams/export, and apply materials in Max
-place control mesh over hi-poly, optimize, turn edges
-rig and unwrap control mesh
-bake normal map
-bake diffuse color, spec color, and spec level using the diffuse map setting minus lighting and shadows one by one
-animate
-done
*edit
(removed no intersecting)
- Profit
About the projection modifier, as long as it fits the low poly model, do you need to use push on it at all?
read poop's tut on this
http://www.poopinmymouth.com/tutorial/normal_workflow.htm