Bit of an update, reworked the trousers and a couple other areas a little after some very useful feedback from the London meetup. Going to call the sculpt done for the most part now, a few little pieces of Sub-D left to do but in the mean time I'm getting the real bulk of my retopology out of the way; although this evening…
I got sometime before begining to poly paint the tentacles, but before I do, should I a) export the lowest sub division created from zsphere skins to max to unwrap and bring it back in to project the high onto the low. b) polypaint first then export to be unwrap and bring it back in to project the high onto the low. c)…
@oniram Wow, thanks for the awesome advice and reference - that gives me a much better idea how to approach textures when it comes to tessellation & parallax!!! Yeah it was just a screenshot showing the bricks in Zbrush. I didn't bake the matcap to texture for this; extracted all of the maps in XNormal - however, I know…
@UltraLrod thanks man :) I don't know why nobody comments on them. I used to love coming on Polycount because people gave such harsh, but amazing critiques, but I don't seem to get them anymore. @Shrike thanks for the comment! About the leg anatomy problem, which character do you mean? And you're right, I just do a pretty…
@Tom the mortal kombat character could do with separate geometry for the areas of the costume rather than having them sculpted into the underlying mesh. Could also do with large or more efficient use of texture space, it all looks like it's polypainted onto a small map. The whole surface looks really melty, but…
in mudbox you are painting real textures based on uvs, no polypainting... you are able to paint on several textures at the same time... you have layer and masking like in PS... also different channels like specular, normal or opacity... and its really good in texture streaming... give it a try... [ame="…
@Maglev: the first image I posted (if that's what you mean by "early on rendering"?) was created for a different project. It was just a quick sculpt with some polypaint, rendered with Keyshot and then quite some texture work in Ps. For this project I'm still blocking out. I'll definatelly add some more chest fat I've…
Updated after toying with fibermesh settings to get a few different types of hair on this, the larger chunkier spiky hairs are an IMM mesh brush I created. Still to do - sort the eyes as these are placeholders atm, get some polypaint on there to cover some nice skin blotches to bring it back towards "pig", and then bash…
- any way to bake zbrush's polypaint stored in the high poly in painter? I bake an id map with vertex color selected. The match by mesh name is fantastic, basically means the end of exploding meshes. Xnormal being free is great but I've pretty much replaced it with Painter, I also have a designer license but I haven't…
@HonkyPunch - Thanks man! That was almost a full month ago, so belated thanks. I've been slowly working on the shoes lately, and they are pretty much finished. I did polypainting in Zbrush for the texture, and some pretty mild sculpting on the eyelets and stuff. I actually think they almost look worse in Maya with the…