ZBrushCentral

First attempt poly-paint for game model (WIP)

Hi everyone,

My name is Kingston, this is my 1st post i m posting a model in this forums. i m working in Ksatria gameworks working on the game " Lone Wolf "

this model is the 1st time trying Zbrush poly painting adding in our modelling and texturing pipeline, the speed and the result is great, the final game model will have full armor and helmet covered 70% of this creature, i have the permission from my company to post the body part of this high-res mesh, because i have some questtion hope some of the zbrush master here could tell me how do make it works… thanks alot

Close up
[attach=66825]refine10.jpg[/attach]

poly painting
[attach=66826]refine7.jpg[/attach]

full body
[attach=66827]refine11.jpg[/attach]

z brush mesh
[attach=66828]Untitled-1.jpg[/attach]

the base mesh is using maya, high mesh model in zbrush, and texturing in zbrush… i have the normal map and cavity map done in zmapper for the low res game model… but after i play alittle with the cavity setting in some of the shaders… i find the result is much better (in the zbrush mesh)

So i would love to ask about how to get the cavity from a zbrush shader setting into a texture map. i already try alot of other method like z mapper, or using projection master and paint just the material with the shader cavity setting and pick up as a texture, and create displacment map and crop and fill with the shader 's setting, and overlay that map to the colour map… but i still find that the shader setting give the best result and more control…

Attachments

refine10.jpg

refine7.jpg

refine11.jpg

Untitled-1.jpg

looks awesome! Keep up the good work!

:eek:

kinston2!!! Very Gooooooooooood!

Nice colours scheme and fantastic details…

:eek:

P.S.
I seen many other models on Ksatria’s Site… all yours?
Wow!

You can get very good results with Ambient Occlusion if you know how to tweak it… sometimes better results than with Cavity.
Try different AO like the one in MentalRay or the one in Turtle (if you set up the AO with a fine detail value in a short range you can get a smoother version of cavity).

There are scripts and plugins that can dark the vertex color that can help you aswell.

Other trick that I use is create a mask with the cavity in ZB3 and then polypaint.

BTW excellent model!

thanks for the reply,

piz- thanks you like it… you mean the few model in the webpage?.. is done by different artist… a few of them is done by me, but that page is kind of old, i already refine most of them and the look will be much better then what you see in the website.

Sergio Santos- thanks alot for sharing… yah i know Ambient Occlusion - all the game model will have Ambient Occlusion for the low poly model in maya… but if i make a Ambient Occlusion for the high res mesh in maya , it wont have the same position as the normal map i bake in zmapper, and i will have to wait for very long just to get the Ambient Occlusion bake to vertix and have to transfer it back to texture ( if bake to texture the time is even longer…) for now… i think i will just using projection master to paint just the material( with a good cavity setting) to get the nice cavity map… but thanks alot for ur reply… you reminds me that i can use ur way to make something else…

i use a few method to create the cavity map and compare the result.

[attach=66829]cavity.01jpg.jpg[/attach]

the result i find is much better by using the shader cavity

[attach=66830]cavity.02jpg.jpg[/attach]

and my question is, is there a way to bake all the information of the shader material included all the shader setting in to a texture map instead of using projection master to paint material?

Attachments

cavity.01jpg.jpg

cavity.02jpg.jpg

Very solid work, really great color usage!

Looking awesome! I really love the skind etail and the color choice

That rocks. Great design and execution.

very nice it looks so real;)

Hi kinston2. I found that zmappers cavity map gives superb result if you tweak it right. Yours are pretty fine too but i can’t understand how you do it with the shader’s cavity. I can’t also find a shader that gives me good and smooth cavity…so if you could give me yours to compare it with zmapper.I’m doing some test to see if i can bake both into a single text…so stay tuned.

Cheers

hey kingston2…thats an amazing work…really liked the skin details that u did and also the polypaint which is looking beautiful…

about extraxting the cavity map, i’m also having the same problems to get a good one though tried a lots of different applications like zmapper and crazybump, xnormal, as nobody is giving a good cavity result and showing the details to use as texture…:cry:

…though seeing your various comparisions, that projection master paint material with cavity shader is looking great…can u kindly share a process of how u r using that with some steps??..that will be really greatful…

thnx…and keep up ur good work!!! :+1:

hey guys how are you doing, the technique i use is i turn on the cavity mask under the brush menu and then i take downt the cavitymask intensity to -100 and then I tweak the cavitymaskcurve so that it only pants deep into the cracks, i using tweak it by grabing it from the middle and draging it the bottom right corner of the box but not to the point that its touching the corner.