Hi! I'm new to Zbrush and just wondered what the workflow was for creating the colour/diffuse map. if you have a surface made up of allot of materials which you have sculpted into the normal map, how do you easily mask this out to create a diffuse texture which corresponds to the normal map detail. Is it just a case of…
Yeah zbrush probably isn't the best for material definition as you're not going to be able to get an accurate read unless you export your diffuse to your final renderer. Are you making textures for a game model or just texturing a high poly sculpt? Substance painter is pretty boss by the way.
Sorry for the late reply to this and thanks for the comments. My main issue isn't with the painting tools in Zbrush is more with working with that detail after the fact...I am trying to bring sculpts into my work flow and I can go mad adding crazy detail into a mesh but those details may be a different colour to the rest.…
Zbrush is a pain in the a... for making textures. Nobody use materials there except on a square plane where you can displace your displacment texture and make a few material tricks. If you prefer to scultp/polypaint with materials you can use Polygroups >>> From polypaint . It's actually not only polypaint but material…
For your fungus example above I would create the spots using nanomesh, assign a polygroup and use the polygroups to polypaint feature which enables you to then bake a matID mask(based on different vertex colours) which you can then use in S Painter to easily mask out different materials. You can also retain polygroups if…