If you turned the texture into polypaint data you could use Tool: Polygroups: From Polypaint This works better with unique colors though. If you just project the satellite image alone with all its blurry, artifacted colors then it will probably just give you a mess. Are you trying to preserve all those terrain details?…
this is usually my workflow - blockout in zbrush from an existing basemesh - find out what pieces need to be modeled separately in 3ds max. - clean up all the sculpting work - Decimate everything - assign polypainted colors to different materialtypes. - export HP meshes (amount depends on whats the best for baking) - retop…
Im no way a zbrush expert, but when this kind of thing happens to me, what i do is use polypainting to establish a polygroup and paint locally to recreate the border i wish fixed, masking seems to have sharper edges onces i do this little workflow. 1) Select --> Layer brush 2) Change Primary color to Blue (or any color you…
Here is my work so far from week one. I think I went a little to far and started working on the anatomy and style in greater detail than I should have so early. But it really got me thinking about how to best adapt Sergi's style into the 3D on this piece which has a little more "realism". Anyway at one point I started…
Will share a workflow here because was difficult to figure out: How to add tattoos to a 3d character? The first and probably most obvious choice is to use stencils in your texturing app and just manually paint the tattoos. Problem with this is that any tattoo which wraps around something like arm becomes very tedious as…
Hi, I'm making game character and this is high poly in progress (in zbrush). Low poly should have max 3000 vertex. Character will be textured, rigged and animated. For now, every part is separate subtool. I'm not sure which parts should be merged into one mesh. Before, I made another character and my workflow was like:…
Hey everybody, I'm writing a small script that automates a couple of baking operations in Maya. One I'm trying to get to work is baking vertex color information from my sculpt to my lowpoly but the problem I'm coming up against is the fact that Maya doesn't seem to import the vertex color info. For example, if I do some…
Hi! I'm new to the forums and I've been messing around lightly with 3d over the last few years.. Not actually dedicating tons of time until recently. I'm still learning a lot! and polycount helps a great deal. Anyway.... I had built a base mesh for a bag in maya then had taken it over in zbrush. Brought the subd up a…
Thx, just downloaded it. Gonna try it out! I've got an idea that would be very handy for some more advanced masking (kinda). Lets say that you sculpting a damaged concrete surface, chipping away layers. To have a mask of what you just chipped away would be great, but it's a hustle to get that mask. What you can do is to…
To do that in Softimage you can use Ultimapper, the same thing used to create normal maps from highpoly meshes (select the low poly and choose Get>Property>Ultimapper. There you can select the hi-res target and the maps you wish to bake, Ambient Occlusion is on the list of maps you can chose). You can change the settings…