hello folk, i recently started to work on 3D based on mass effect serie, my idea is to create a complet character done with various artists from here and from other forum. so, there how you can do : at the moment, i finished the head part that you can download as ztl file, now all you need to do is to choice which body…
3dcoat and mudbox is 3d painting but with very limited painting tool set. bodypaint is projection based painting too as far as i know. i used bodypaint long long ago so anyone correct me if i am wrong.
Thank you for your answers. But I ask what to do in such a situation, when the texture is drawn manually in Photoshop. Of course. If you bake polypaint from high poly or draw in 3D Cout, or Substance-painter. You can bake the texture on the modified UV. But if you painted your texture entire in Photoshop, then you have to…
few more :) . Both professional and personal work, thanks for looking. Work i did for the Spongebob Surf and Skate Roadtrip game on kinect xbox 360. I was responsible for taking an existing ps2 mesh and uprezzing him for the xbox 360 alongside unwrapping the uv's efficiently. I had to pay close attention to topology that…
Finally after spending almost the whole day today learning about how to polypaint better in Zbrush and how to transfer more details onto my low polys, I have come up with this. I am still learning how to use Xnormal properly, I was unable to figure out how to make the letters pop out, but have the darker rings around it…
Aim for a consistent density of polygons, and make sure the model is within a scale that zbrush likes. You can use the Unify deformation to quickly scale it. Another thing to note with alphas, but sometimes the brush type can make a difference in the result, or how you go about applying it. Using that concrete image I can…
Mostly done with everything. Threw a quick and dirty polypaint on it to see how it all looks together. All that's left is to figure out how to make the twintails look appealing as right now it looks like a bundle of worms. Also thinking about tweaking the face so that the eyeballs can be more eyeball sized, since right now…
Option A: you don't need to retopo and unwrap, because you aren't going to texture it. Option C: 2) I'm not sure about that the Zbrush unwrapping is enough good in every cases, and I'm sure, Zremesher is not enough when we are talking about games. But it makes good result to use as a base lowpoly, that you can optimize…
Hair and fur can be a tricky one, I'm still getting to grips with it in ZB. Alphas (like in iamtracis316's 2nd tut) seem to be a good way to go after sculpting out the bulk hair. One way you could tackle this is by polypainting the clumps of fur now (basic under coat) and then use the hair alphas with the zADD and RGB…
Okay, here's tonight's update. I started laying down some color, completely scrapping the old texture starting on a clean slate. This time, I used one of ZBrush's default skin matcaps as a base, and used polypaint to throw down some tonal variations. Though I'm not sure how to bake all of this into a diffuse map. I'll…