Looks really nice, I especially like how her iris turned out. What is your approach for creating the skin textures? Polypaint or something like Mari and projecting textures?
model Sculpted in zbrush. Handpainted with polypaint. Retopod with Retopoflow. skinned and rigged with Mixamo. posed in blender. Tail + couple of tweaks in blender (scifi panel base material from blenderkit artist: Jan Hecl)
@throttlekitty, I do have video card issues, but those lovely problems are just saved for trying to polypaint in mudbox. I can't wait till I can upgrade my computer haha.
You polypaint the hair strand meshes by filling with white and bake the vertex colours to plane geo. It's the same as baking any high to low. The hair strand mesh is your high, the plane is your low.
wouldn't a quicker way be to bake AO down to your highpoly in zbrush (just do one of their ultra fast and messy uv maps for the highpoly), and then bake that down as a base colour from polypaint in xnormal?
hey kanga, how do you get such a different res on the hands/head as acompared to the body. did you use polypaint when you zremeshed or did you do each bit separately?
Doing some visual dev testing with some polypaint in zbrush: Not a final texture or anything, just feeling this out. Check out more images on my ArtStation post: https://www.artstation.com/artwork/dOO8GX
No you can't reference in external tools. There are some things you can do to decrease file size however: clearing masks, deleting morph targets, clearing polypaint, creating subD levels for dynameshes.
Good work. Going to try anything polypainted? Mess with some materials and stuff? Maybe try something different like an older gentleman or lady so get the hang of wrinkle detail. Keep it up!