ZBrushCentral

A little lost and a little desperate. (reupload)

Hello friends, this summer I decided to finally learn to use ZBrush. So far I’ve been following Lynda - ZBrush 2018 Essential Training to get a feel of how things work with this software. Right now, I’m trying to make a model of my own from start to finish to more or less learn how the general workflow works.

This is the model I’ve made:
1.jpg

I built the base mesh of the chest in C4D and imported it into ZBrush to add the throat, eyes, teeth, tongue etc.

This is the topology:
2.jpg

Now, you’ll probably have noticed that I’ve modeled almost the whole thing in the same subtool and I have no polygroups. This was most likely a horrible mistake, and I’m hoping there’s still a way to fix it without destroying everything.

What I’m trying to do right now, and this is where I’m pretty much stuck, is looking for ways to make texture maps for this toothy boy (or material IDs? I’m a bit lost with this) to ultimately export the model to Substance Painter and give it some textures.

WHAT I’VE DONE:

In a previous version of this model, I made some polygroups to divide the different parts in texture sets in substance painter to individually paint each part with a different texture.

I’m not sure how optimal this process is, but I’m most likely doing something wrong. When it came to painting, I ran into a lot of problems when trying to blend the different areas, resulting in these jagged triangles:
3.jpg

This is pretty much where I gave up. I’m sure there’s something basic that I’m completly missing but I’m a little lost. So far making this model has been a really positive experience, and I’m excited to keep making more things, but right now I’m 100% blocked hahaha.

Immense thanks if you’ve read this whole wall of text. I’m aware this might be a lot of ground to cover, so if you guys know of a tutorial to achieve this whole process instead I’d also be extremly grateful. Thanks again !

PD: Reuploading this thread due to an odd error that made the post invsible

Attachments

3.jpg

2.jpg

1.jpg

If it was me, I’d run the model through Zremesher and knock it down to something under 100K polys, make sure to get good UVs (UVmaster is a good start)
and generate normal or displacement maps for your higher detail for heading into substance painter. Zremesher will help even out the topology density throughout
so painting across groups is less painful. For me, I tend to do my high detail work in either ZB or Substance Painter but not both (depends on what I need the details
for), but that is probably my eccentricity–I’m a bit more old-school when it comes to texture design than most and definitely a tyro when it comes to Substance Painter.

You can make a proper topology, then you don’t have to split the model,
or mask (or polygroup) elements you want to separate - hide it and split. Then close holes and build up where needed.