Did some polypainting today think I'm just trying to postpone retopology but will hopefully be able to spend some time on it over the weekend and get the retopo and baking done. If anyone has any comments please let me know could do with some critque so i can make some adjustments if anyone sees something I've missed.…
Hey, Cheers MisterSande :) I sculpted all the bits using combination of Zspheres, Dynamesh and insert mesh tools. The nitted material stuff was done using a Tileable alpha with the surface noisemaker function in Zbrush. Created Poly groups and then Projected the texture and surface detail to polypaint and mesh. Then used…
Update #24 I finished the highpoly and polypaint of the head! time for the lowpoly. I made a huge post on my FB... I will share this project. As of now its just the zbrush file but I want to share the final model as well including textures etc. Btw screenrab from Zbrush viewport and some photoshop posteffects (DOF and…
Xnormal will cope with an undecimated high poly from zbrush, and can also generate a colour map from your polypaint...I think that Maya will bake a better AO, but Xnormals will surfice....never managed to make it crash either....and I have tried :D eat 3d has a couple of freebies: http://eat3d.com/free/zbrush_xnormal…
Nice, this is looking really cool dude. One small crit. I have a feeling that your dragon shoulder pad is either - A. at a lower texel density than your character or B. the model density wasn't high enough to get a crispy polypaint. You may want to consider touching that up once you finish the rest of this and…
Alright, so here's a rock that I sculpted with the "new" technique. Crits are welcome. I think I'm going to texture it using polypaint (first time) and get it in engine to replace some of my current stuff. After that I'm going to give myself a break from the rocks and I'm going to model the base. Can't wait to give it a…
gotta second kp there (i think? :P)... nothing wrong with a little fatness but the head seems kinda small and is throwing off teh proportions in places i think... hence why i like render's paintover. really cool style tho zwebbie, liek where it's heading (hope the final head texture looks like that too, polypaint style?)
I dont know about intersection between separate tools. A very tight AO sounds like one possible solution to look into. If you could merge them into one tool with separate polygroups it may or may not help things as well. For similar shapes, you could try turning the mask into grayscale polypaint data and projecting it onto…
demilich: Thanks dude... now that you mention it the teeth do look a bit plain, but oh well, I could probably fiddle with this on and on. Time to start something new I think. I didn't do much with the teeth other than the original polypaint actually, so certainly they could still use some love. here is the final…
Witch Zbrush vesion are you using? I exported my model and then imported it so I can wield the torso, arms etc. and then it shrank a lot :/ I think that's when it started showing the weird thingies all around it... I have no UV on in just a basic polypaint .... I spent 20 h into anatomy on the model I'd really hate to…