MM - The hair is actually baked out of some strips that I made using fiber mesh, and edited in ps. below you can see that i made an alpha, polypainted groups for masking, displacement map and normals. I use the polypaint mask for stuffs, the displacment is for creating and syncing a good spec map that plays perfectly with…
Another quick-ish update. I had some issues with getting the expressions to load from DNA into unreal and I think it's because the file I was working on got a bit corrupted or something? Basically, when I loaded my head DNA into the Metahuman Creator, it did not load the updated expressions. They looked fine in maya, but…
working more on my lioness model. will have to sort the paws out at some point, but am just pleased about being able to paint the textures with polypaint
I’m struggling with exporting my highres polypainted in Zbrush model to Substance Painter. Of course I could do it in Maya or Max by just selecting needed polygons and assigning different material IDs on them, but with millions of polys in a scene it's a pain to select millions of polygons and assign IDs on them. So I…
While holding down Control to activate the MaskPen, all the Brush and Stroke settings affect the MaskPen. So to fix this problem: In the Brush menu, go to Tablet Pressure and change the Size and RGB Intensity curves. By default the Focal Shift of RGB Intensity is all the way up, drop it to 50% to get a linear response and…
I don't think you'd really want them all to be one 1 UV island. The distortion would be pretty bad, and it would make baking harder as well if you have different polygons fighting for the same UV space. If that was a goal for whatever reason, then you'd probably be better off having them be modeled as a single solid mesh…
Hey Crabman... I mean polycount. posted the wips for this in my regular wip thread but wanted a clean thread for the finals. Been working on a left 4 dead character mod when I have the time called Bad Karma featuring the core cast from My Name is Earl. toolbag render: Zbrush Head with polypaint: Zbrush and Maya turns:…
After watching Quixel tutorials in youtube and browsing the web, I am still at a lost on how to do this. This will be my first time using Quixel for texturing. I polypainted in Zbrush and able to baked out the color vertex into my low poly using Topogun to use as my color ID for Quixel. I also have a separate polypaint in…
been busy lately, but here's the latest. Worked the body and face over and cleaned up the polypaint. Though now I'm having a weird error. I want to export my lowest subdivision of the body out to 3dcoat for uving, and then import it back in. but every time it imports back in it doesn't keep the subdivision levels. Soo…
It's not bad, but doesn't seem finished yet ^^. You should refine the shapes and details to give it a cleaner look, instead of staying with that "dynamesh" look. It will be hard to clean this with a high polycount so what I generally do is use Zremesher to get a "lowpoly", and start smoothing, subdividing and refining from…