Made a quick and dirty composite of a base texture form polypaint. It's a bit muddy, I'm not entirely sure what kind of color scheme I'd like to go with it. Upper chest still looks a bit strange, tying the legs to the torso without the use of clothing has proven challenging.
Not updated this in a while. I decided not to use the micromesh in the end. It was a cool idea but I ran into problems with texturing, retopology and overall sculpt details. Starting to move out of Zbrush and into 3ds Max now, Here is my Polypaint. I'll be improving in photoshop as the material is doing a lot of the work…
Getting all this done in zbrush also has the advantage of batching all of your maps. I'm trying to paint my mask and transfer the polypaint data to my origional uv'ed mesh, but I can't seem to get a decent result using projectall. Xnormal looks perfect though.
Working on my first 3D character project, thought I'd start things off with a bust based on Angel Moonlight's awesome character, Naox (https://www.artstation.com/artwork/J9vbrZ). I plan to handpaint the model once I've retopologised it, here's some screenshots of the polypainted sculpt I have so far in ZBrush. Feedback is…
Oh wow, I'm really diggin that lycelot character. You gonna polypaint it? or??? HOnestly i have no idea how to about creating this character goes lol. My best guess is, from this ponit youre goign to retopo,then bake, then paint in something like 3d coat?
One downside to decimation is if you did lots of detailed polypainting with textures etc, and are using those extra triangles (that are useless for the shapes) to show colour variations. Guess you can always throw some UVs on and convert it to a map, but you'll most likely lose detail there too.
I don't know if it's different for strictly 3d/animated movies but all the ones I've worked on have still required proper uv maps. A lot of the texturing is done directly on the high poly model with polypainting/etc, but that texture still gets baked out to a proper map.
thanks for the comments! yes I did change it slightly from the original sculpt, especially the eyes they seemed a little too big in the sculpt. as for the polypaint, that was just a rough color guide, I am currently working on actual textures hopefully I will be able to post them soon.
That's just a quick polypaint to more easily see if everything was working. Probably will go for grey or at least semi-grey hair once I come to texture. Could you post your wires for Hale, 1Fort2Fort? It looks like your geometry could use some work.
Did you have MRGB enabled when you added the stitching? Delete the layer, disable MRGB, recreate the layer with the stitching. Layers can behave strangely when dealing with polypaint. Also, when creating detail on layers you should always add it at the highest subdiv.