Hello all! I am starting a pig sculpt, and came across a peculiar problem. For some reason once I start reaching the 4th subdivision level, some very tiny 'polys' in my sculpt will change color to white. They don't seem to affect the sculpting capabilities, but I have yet to encounter this and wondered if it was a problem..
I am including evidence of the problem, along with some current screengrabs. C&C appreciated
Replies
also.. it got no poop hole
but nicely done otherwise till now!
edit: whats medieval on this pig?
Good luck!
Thanks cw, (and everyone else ) this seemed to fix it. the reddish material was the default mat, and once I filled the subtool again it was resolved.
Haha still a WIP, don't worry I'll be very thorough and get proper.. anatomy done:poly121:
The medieval theme is somewhat trivial on this model in particular, but this will be one of a series for a game set in a medieval period. If there is a difference between modern and medieval pigs, hopefully it will lean towards the latter.
1+
I took the tip and curled his tail in, though most of my reference don't actually have a corkscrew, I see what you guys mean. I like it better now!
Here are some polypaint updates.. any C&C towards the textures/sculpt and I will take them into consideration, but I am planning on retopping in a couple days.. Thanks for checkin him out!
The Page
I'd say take more of that direction as far as texturing, that kind of brownish orange. Or even go more of the dark route
Painting
Atm it pretty much just appears to be a castrated boar thats slightly harrier than normal. vs a medieval pig.
Also old painting
I ran into trouble when I tried baking out the polypaint from my zbrush sculpt in xNormal.. does anybody know the steps involved there? I tried the "bake high poly's vertex colors" and tried both colorized / uncolorized .obj exports to no avail.
Any help on this would be appreciated!
- you can take your newly retopo'd/ UV'd mesh and bring it into zbrush> append the old sculpt w polypaint. Then subdivide your UV'd mesh to the desired resolution and use > project all in the subtools pallette.
--then use the "new texture from polypaint" option under texture pallette- clone texture(this will move it to the available textures pallette)- then make sure to flip V before export or flip it in PS. You can also generate normal maps this way as well.
Hey Dan! I enjoyed watching your comicCon progress Yeh I have done the technique you describe before, but ran into a few tedious steps of tidying up spots that don't perfectly project.. I'll give that a shot if another 30 minutes of research don't end successfully..
-AUV your sculpt in zbrush
-generate the polypaint to texture at the highest res
-flp v export
-at this point you can take your sculpt mesh and export it at any sub that suits you because of the nature of the uv tiles
-now take into your program of choice,apply the texture generated from zb and do a diffuse transfer to your low res UV'd mesh.
hope that helps-
To bake the polypaint data in xnormal, you want uncheck "Ignore per-vertex-color" in the "High definition Mesh" section. This is turned on by default on all imported meshes.
Maybe if I came to school I could have mentioned that
Ha, so simple! Got it to work, now all it needs is some ao tweaks and spec on the mud, but I'd say it's nearly complete.
for a pig thats pretty sexy!
though calling it game ready would be a stretch, unless this is the main character of your game, this creature shouldnt be over 1000 tris or so. And if it isnt an up close and important pig, perhaps down to 500 tris or so. either way with 512 maps.
Thanks shrew81! Well, you are definitely right about the higher than acceptable poly count, I am using this as a portfolio piece and so I gave it a little more resolution than would be appropriate.. I may still whittle away at some edge loops