Anuxinamoon, Malus: I saw a post in a polypaint thread not too long ago that mentioned setting up a macro to fix the scaling issue. I haven't had this problem yet and have not ventured to investigate further. http://boards.polycount.net/showpost.php?p=1080041&postcount=10
Since Mudbox does real Texture Painting as opposed to Zbrush's Polypainting, the Quad distribution is completely irrelevant in this case....but I also have limited experience with Mud, so the only Advice I have is to stay away from Faces that are perpendicular to the camera while painting...
Nikolas3D Thank you! :) kwyjibo Thanks! and yeah what u see right now is just a super quick polypaint, for like the finished texture for the low poly I am thinking like a mix of these here or something. I want alot of color into this crab for the final textures :D
Figured I'd just continue this thread as a work in progress / works thread. Here is another project from school - an alien bust in zbrush. I retopo'd and projected the sculpt onto my low at all the subD levels and am trying my hand at polypainting and materials inside zbrush.
Today's sculpt. Another scowling, aging man with no hair. I really need to mix it up a bit, whenever I start sculpting with no goal this happens... oi vey. Had fun polypainting and lighting, at least, and this time I managed to get it rendering out at a bigger resolution. Learning!
Only way I know how to do this is to convert a texture map to polypaint (vertex paint) in zbrush. Just a single click of a button. Prerequisite is a vertex count relative to the texture map resolution, of course. Not saying it isn't possible in other apps, that's just one way I know of.
Finally another update! Got a bit sidetracked, but I'm powering through now. Got some of her skirt blocked in along with a few doodad props. Threw a quick material/polypaint on her to see where she's heading - nothing permanent, but she's definitely looking cinnamon spicy!
I worked on a face from Dishonored. I want to practice capturing likeness because capturing the likeness of characters in my next project will be important. I will probably push this guy a bit further and maybe even polypaint him, but I want to work on more faces before that :smile:
Colour ID maps are there for convenience, to allow you to quickly select material types. Re-modelling entire pieces just to get a colour ID mask is counter productive. Just use polypaint in zbrush. Flood fill the polygroups that you can, and hand paint those you can't.
ok moved nice n fast on this- I used this to test out some workflows for fun ZB4 features like spotlight for his coat texture. He's got some polypaint on him for color separation and AO guess i'll call him done for now-thanks for looking