Hey all, Not new to ZB or decimating w/ Polypaint and all that fun stuff. But i've run into an issue I can't seem to figure out. I have my decimation master preferences set to Uniform Mesh, Delete Caches at start and Use and Keep Polypaint. The only thing I've ever toggled was Use and keep Polypaint and have never toggled…
hello, i've made some zbrush stuff for practice my skill. (more than 3.2mill poly. ...i think it has a poor detail for its polygon numbers) after this, im stuck into the texturing part. this thing has a very lot of poly and don't have UVs yet. i've study about texturing pipeline which on youtube but i cant sure what is…
anyone got any tutorials for unleashing the UVW mapping beast from within this program? I have no idea how to unwrap or texture or export uv wires etc...
I got excited and did a paintover without really reading the post... so here's some completely out-of-context art critting: I did a little paintover of your trees to give you some ideas regarding how you approach hand painted, stylized objects. Mainly, to avoid using black as a shadow color (use real colors instead), and…
This question probably is super simple however i can't for the life of me, figure it out. I was wondering if there was a way to display your material normal maps in the view window, which would allow you to paint over them. I know its possible just don't know what buttons to press ><. thanks in advance to the person who…
Edit: This is the finished render complete with polypaint. If you have any tips on polypainting be sure to comment them as this is my first polypainted project. Thank you :smile:
My Wires are not exeptionals ! I have applied one smoothgroup to all model's polys and I have chamfered every borders. Moreover, I have created some extra slices for the vertex paint in UDK. I think that will be a good deal to have more vertices but a nice smooth look. I will post an exemple later. The goal is to have less…
Ok I just did a ZBrush polypaint color pass never to delay what's probably the most fun and creative part of making a game model, retopo and UVs! Just kidding, actually this time is gonna be especially interesting because we have to pay attention to push texture efficiency to the maximum. As I said this is just a polypaint…
Polypaint from Polygroups (Polypaint rollout) Then if polygroups get jumbled/destroyed = Polygroups from Polypaint (Polygroups rollout) *May need to increase PTolerance Slider if you have a lot of groups. Not exact but is a way to preserve your polygroups....mostly (~^.^)~