Here is my latest Progress on the Model. I really have to speed up for the next time. Only one month left. My Goal is to finish the Sculpt and Lowpoly with Bakes to the end of this week. There are still some parts to do, but I feel like I'm on a good way with him. Polypaint and eyebrows are heavy WIP. What do you think?
I made some proper eyes and threw down a really basic polypaint. Should of tested some skin shaders earlier, the soft shadows really changed how the jaw read. Anyway, I don't totally hate the result I'm getting in keyshot in terms of likeness, though everytime I look at it with fresh eyes that opinion changes ¯\_(ツ)_/¯
You shouldn't need or worry about UVing your high-poly models. The typical workflow is some variation of: Build basemesh Sculpt basemesh (optional) polypaint basemesh Retop basemesh for lowpoly unwrap lowpoly set up high-to-low projection project normals, AO, whatever muck about in photoshop render in your engine of choice
Took it into Zbrush to see what I can get out of it in terms of sculpting some detail, generate some normal maps to see how the UVs are working out, also textured a bit in polypaint (definitely not my strongest suit). I don't know if the polycount (roof) and UV Map is a bit of an overkill. Would appreciate some feedback on…
Here's what I recommend Turn off polypaint, give us a screenshot of the head sculpt at a lower resolution (like we can see the faceting clearly). We can analyze and critique it better from there, and provide suggestions on where to go. What's your pitch behind this character? Why does the character have to look the way he…
Actually none of my uv pieces are mirrored. You'll see why in the picture i post just after. To bake the normal, diffuse, etc, i use xnormal and the tool ray distance calculator for the cage (I exported the high poly and his polypaint, i made a low poly and the uv's on max). And thank you for your help :)
I think that zbrush viewport is very forgiving and that max tends to show more of the faults. just get used to using max as the yardstick rather than zbrush - its not just the textures, because zbrush has a weird perspective too, so i would check it in max regularly. re polypaint , just convert to texture and export for…
Texturing update! Looking for some critiques here. Size is a 256x512. Edit: I've also got a few nasty seams on him I need to get rid of. Was planning on using polypaint but for some reason its not liking the file when I try to import. I'm using png format, anyone know why it might be bugging out?
The only time you should have to UV the highpoly model is if you wish to transfer the polypainting to the new game-ready mesh you created outside of zbrush. But even then Auto-UVs and the baking process itself take care of things so you dont have to worry about different UV seams. See…
Thanks for the comment, much appreciated :) The polypainting is really just preliminary work. Just so I have a base later on when I do the realtime version. And I probably jumped into it too soon, I just couldn't help it really. Screenshot of regular material, I assume you mean without the gear, just the anatomy stuff.