@Like_Starkie - yeah I did polypaint the textures - not fully done yet - but I will edit more once I bake the texture down to the Low poly @AdamRodgers - thanks for the compliment and the kind words - means a lot
Very handy for rendering polypainted stuff sent over from ZBrush with GoB :wink: And one can slap in color correction nodes and adjust roughness and so on if the paintjob isn't looking exactly as intended in the render.
Got the sculpt and some polypainting done. I tried for an "Old Man Winter" kind of feel here. I originally tried for more back and front symmetry but the proportions were pretty hard to keep in check.
I like it, you can set up a lot of baking stuff inside substance designer. I've skipped all the procedural make art nodes so far and baked my polypaint as an albedo base.
Cheers folks. I reworked the torso a fair bit and did little bits here and there around the rest. I'll do more work on the hands before probably moving on to the face. Also slapped on some polypaint.
Polypainted the high poly model and projected those colours down to the low poly: Test in-game: Gonna make her roughness map soon, using it to determine if its gonna be worth having one or just using FullRoughness
thanks guys, much appreciated! Justo: i indeed use polypaint in zbrush for these since you can paint in it without having to worry about paint & projection artifacts. great for doing translucency e.g. on fingers or ears. <3
This is embarrassing, but here goes. Last year very cringe-worthy. Took me many hours just to get to that point. Last month, about an hours worth of zbrush. last week playing with photosourced texture projection and polypaint.
This is my latest practice based on the concept you can see on the photo, Trying to get better using Zmodeler and Live booleans, I hope you like it and any critique or advice is welcome, especially on the texturing and polypainting area.