Hi there, So, I'm not sure as to how exactly they achieved this map, but I was able to get a similar effect by using the same workflow you do with Zbrush/xNormal. So hopefully this is helpful. I used the Basic Material shader in Zbrush for my high poly model. (Cleared out any polypainting with white) Added an extra light…
As for tutorials on handpainted stuff... The first thing that comes to mind is Ben Mathis' older character creation tutorials. http://www.poopinmymouth.com/tutorials/ His second character tutorial uses an app called Bodypaint3d, to paint textures in 3d basically. If you do not have access to this tool, you can replace it…
Hello, I've been banging my head for a full week on this problem now and might need some much needed assistance on this one please. I'm getting nowhere.. I'm using the Zbrush -> Keyshot pipeline and imported a fully polypainted model into the Keyshot engine. I would like to add a metallic material to the skateboard's…
Hi, jogshy First of all I would just like to thank you for creating such an amazing tool. I mean being able to load huge models for bake as hazzlefree and with such speed and ease as this software allows for is just a dream. And now to my question. Now when zbrush 3.5 exports polypaint vertexcolors in their obj format are…
I don't mean turning the polypaint as a whole on or off. I meant having layers like in Photoshop that I could paint on. Right now as I understand it, when polypainting you have just that one layer, so if you paint over something it is destructive. If I want to mess with making, I don't know...eye makeup for a character, by…
1. Yeah I'm not sure about disabling the grey part. You get used to it. 6. If you are importing objects with obscenely large or small scales then the cameras may end up malfunctioning. Working in measurements other than centimeters could result in camera clipping issues in some instances. 18. Try disabling construction…
What were you trying to do? we might be able to help :) sounds like why I dont like dynamesh haha, you could alway retop and then UV that and bang it into zbrush, subdivide a few times, then project all onto it. If it plays with the UVs then you can always copy UVs in UVmaster and then paste them back in after the…
Hi, I worked on this original character (ZBrush sculpt) and now will be working on further texturing him in substance painter, rigging, and animating him, and making him a playable character in the Unreal engine. This thread will document my progress. I originally made the Hippo Warrior’s UDIM texture set 2048
x 2048, and…
By the time you have a material baked into the texture of a sculpt, you could convert it to polypaint and just export that instead of having extra UV data on the sculpt. And you can use xnormal to bake the color of the highpoly onto the UVs of the lowpoly (using polypaint or a texture if you insist on using it). For…
You can have zbrush split it up into any amount of subtools that you want. In the example I had I started with just 1 tool as I was trying to match the one you created, and later broke it down into auto polygroups so that I could easily hide sections and split them into new subtools. Moving and scaling was mostly…