
Polypainting used for the texturing in ZBrush. It should be borne in mind that for best results with this technique you need to know how it works: what it does, paint on the polygons are not using UV’s to paint, so if you need a texture of 2048x2048 (which is I used) then you have to paint polygons 2048x2048 is 4,194,304. I wanted to test the technique of painting the skin of Aramaki with Airbrush. This consists of painting the area warm, temperate and cold regions of the face and then add a layer of soft color on them. With a custom brush I painted the warm areas first, then cold and finally hardened. Then there are some patterns to be painted while you can do by hand or using the alpha 22. In order to finalize the texture I superficially painted with a brush “standard”, a very soft and close to a color of human skin. The rest of the objects I painted with a base color and tonal range just try to put them in and playing a bit with the color palette. The next step was to open the UV’s, Modo 302 having a powerful tools for this. From ZBrush export each tool on its lowest level of subdivision to import in modo 302. Once you open the UV’s, which took me about 10 minutes (now I understand that I said “powerful tools for this, no?), I went back to the matter. in ZBrush to transfer UVS every tool at its lowest level of subdivision, and thus able to transfer textures polypainting created with the “texture> col> texr”
No comments:
Post a Comment