The process mostly involves baking out maps from a high poly, combining them and blending colors over the top. Not so much actual "hand-painting" as far as I know. To that end, I think something like Substance Designer for baking out maps and masking in the base colors, and adding in some post effects would actually be…
Hey man! Welcome to polycount. I think the area that could use the most improvement ARTISTICALLY would just be your proportions and muscular anatomy, though they ARE humanoid aliens, so perhaps not. Check out this post, and I find this image to be very useful (I don't know who made it, so props and credit to whoever did) .…
Alright, thanks for the answers guys. But i was not specific enough and forgot to add something and that is, can it project vertex colors on to a flat plane. For example after polypaint in Zbrush, can i export the HP painted model, hook up a LP flat plane and render it out that way and still get diffuse colors without any…
Hi, I've started a new series of creature sculpts from a recent client. In this series I was given a 3 day timeframe for each character since they were being created for an Ipad game called Contact 2320 from Lucidwizard. The client didn't want me to spend tons of time on each character so I decided to record each…
some quick polypaint tests at lunch - tried a bit of *brush tool* cavitymasking, but found it worked better to use the *mask tool* with cavity masking and then a bit of blur to "drybrush" into recesses. Need to figure out a way to colour the backpack/straps etc so they dont blend into the body tones too. And the last…
RDR2 is a 2018 release that must have started life around 2012, give or take. Or perhaps even earlier, knowing how long these open world titles tend to take. At any rate their workflow must have been set before the Substance craze. And those textures look like Photoshop in tandem with a 3D painter to me, nothing fancy.…
For those that plan to attend GDC in San Francisco and have an interest in 3D painting and production pipelines, I thought I would pass this along. This session is noteworthy not only because the content could save texture artists a ton of time, but also because each attendee will have access to the project files and video…
This is my first time dealing with normals and generally, this is my first realistic-looking model. I sculpted in Zbrush, retopo'd, and got normals in xNormal. I bring the low-poly into Maya and apply the texture from the polypaint that xNormal made and it looks like this: Notice there's a lot of odd blackness. I applied a…
Hi there, Kinda stuck here. Basically what I need is a flat color map to use in Ddo and I'm trying to achieve this using 3dsmax and xNormal. I have a highpoly model of a car in Max with various multicolored materials (multi-sub-object) assigned to the various parts (glass, chrome, paint, etc). I also have the low-poly…