Hi are there any tut or tips for texturing a furry animal? I am trying to make a wolly rhino but I have a mesh loaded in mudbox and I am using one musked ox texture to paint over but whenever I paint is hard to have all straight , crisp and well oriented , most parts that are not very visible gett overpainted or stretched…
Hmm, as far I can tell, the problem is the transition between hair and no hair. Other animals has very short hair on most of the 'face', while yours is rhino without any hair at all. You need a transition between the long hair to short hair on the face to just skin.
btw I started uvmapping and texturing the LP befoure zbrushing fur , because I tought to instead of zbrushing fur out to use a real skin texturing of a furry animal then use a displacement extrusion and some brushing in zbrush ... nevertired that so is just an idea ...
so no tips? I have searched all around but I couln't find any tutorial , not paid not free that explains or gives advices on how tomake a nice fur texturing .... the only things I found are monsters of all tipe with scales , leather skin or the like but nothing that tells how to make a furry creature , I do not mean to use…
Ok I find the system of Mudbox more intuitive for texturing with images rather than the one of Zbrush but I know mudbox a lot less than Zbrush ... anyway ... Here is the model here is the mudbox wip texturing but I am confused on how to texture inside parts without the stretching , get higher resolution detail on face how…
Maybe this can help ? http://www.froyok.fr/documents/fur_sheppard.pdf http://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2 http://www.polycount.com/forum/showthread.php?t=85471 http://wiki.polycount.com/HairTechnique http://www.zbrushcentral.com/showthread.php?971881&p=971881&viewfull=1#post971881…
You could probably get more out of the uvs / texture resolution by mirroring them instead of giving each side unique realestate. People won't see both sides of the thing at once, and with the addition of alpha planes you still would get variation and hidden seams so I don't think it would be noticeable. If its just a base,…
I think the problem with this is that you are trying to everything within one solid model, instead of making use of some planes to make hair. Might want to have some planes with hair by the transite, this way you can texture the area underneath the hair and get a more smooth transit.
also my problem is that the texture resolution using the picture and the lightbox of zbrush resssults in a vcolor exported texture in xnormal that has not really sharp definition , I mean I used a 2048 x 2048 texture but looks like an enlarged and smoothed 1024 x 1204 texture , I used the brush with a bit of falloff to…