Here's the updates I've managed: Added some straps to his right arm, to hold the mechanical stuff in place. Also moved around his facial features slightly, hopefully not as blank as before. Otherwise I'm itching to start doing some basic polypainting and then retopo time. Cheers!
For the first screen yep your polypainting with Material and Color on a object with a different material and color, for the 2nd you're painting in the 2D.5 canvas, you should watch some intro tutorial on zBrush, it's not a easy software to learn by doodlin' And you should post on the technical help section ! hf
Thanks! I wasnt sure which to measure with. Well hopefully it could fit, and i do have the intention of adding lots of scratches and wear and tear on the polypaint! Here is the old proportions on the right.. and the quick fix with the superaverageman inside on the left: Hopefully the proportions make more sense now..
I have begun polypainting a mask to be used in creating the metalness and roughness maps later. The mask, of-course, encompasses the entire RGB histogram, but will be attenuated in its final form. All parts shown here will be silver with correct metalness/roughness values (assuming I can find them).
Got a load of polishing done. Also worked on the area near the mouth and tails and did a lot of experimenting on how to do the baleen. Now to merge everything for a great bake and polypainting for putting some life into it! Might do a little more work on the wings and the body tail fin as well.
Here is what worked for my planet. Scroll down to Joshua Stubbles post explaining the workflow. My results are below his. Quadsphere is really good if you plan on polypainting it, but I found it to be a pain when trying to work with Photoshop. http://www.polycount.com/forum/showthread.php?t=85429
Thanks praetor. I think you're right, I will revisit it and clean things up. I'm going to call it a day (or late night I should say) on the jeans sculpt or i'll never get anything else done on her. The polypaint should get any additional detail.
@jose.fuentes thanks for the input, I definitely plan to go back over the hair as I still feel I could improve on it and I'll look at adding some more flyaways. On another note here's a quick colour test using polypaint to see what kind of direction to take the textures for the body.
It's because your base level is 200,000. Tools like transpose master/uvmaster/etc are designed to work with subdivision levels. You will have to Zremesh and project the detail/polypaint to the new topology. I advise going to Zclassroom on Pixologic website to learn the basics of Zbrush and the thought process behind the…
Are you exporting the mesh as an FBX from zbrush? I had a similar issue (unresolved) when making some ID masks via polypaint. If so, try it as an OBJ and see if that fixes the problem. This is definitely on Xnormal's end, since importing the FBX into maya, marmoset etc. doesn't show the same error.