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…