Stunning Work Guti! Complimenti Amico Mio! TOP ROW!
Nice work man. From renders to character modeling it is very inspiring to look at. Hopefully this see’s you get on the top row. keep it up.
So amazing man!
Ancora complimenti
Piz, Soulty, Nazedo: Thank you very much :)!
Hi Guti , wonderful work…
your skill is reach an high level.
One question, i’m find an “easy” workflow about uw many subtools.
In particular I found very usefull the new function “split polygroups” and “Merge visible”/“Merge Down” that permitted me to separate each element to work with.
For the UWmapping I used Roadkill on the basic subtools… after I have merged these subtool on tree different tools (the soldier, the backpack, the weapons) and used the zBrush UWmaster mantaining the originals seams.
Could you explain your step about?
I try to replicate this but i’m confuse;
- build multiple mesh in xsi
- unwrap with roadkill
- export in zbrush
- apply polygroup\autogroup
- split group
- divide and colorize every mesh
- texture map ew from polypaint
at this point merge visible mesh and used the zBrush UWmaster …but no paint texture?
Thx for any help
Bye
Leo
Hi Leo,
Thank you very much
I have to dig my workflow because I found some problem that are not too clear to me… but I’m going to explain.
I get the chainsaw as example…
In this case I started whit very basic maded in XSI. From this I sculpted just to arrive to my desired result mantaining each element separated as a single subtool.
Once I finished I exported one by one each subtool to roadkill to put the seams I wanted.
As I noted that whit some of these mesh RoadKill crashed I founded a correct workflow that I putted in a macro to save some time:
MACRO ExpRoadKill:
-Put the current subtool to the highest level
-Make Polymesh3D
-Reconstruct to the lowest level
-Save as “C:\myRoadKillDirectory\000.obj”
With this macro RoadKill was able to load every exported mesh.
imported in RoadKill I maded the seam and reimported in zBrush over the same mesh. I Checked that UVmaster worked properly with the “Use existing UV Seam” enabled.
At this point I replaced the old subtool whit the seamed new one.
The strange thing that I found is that when I do a merge of different subtools some time zBrush is unable to reconstruct the lowest level: this was my main problem. My solution was to use almost closed surface where zBrush seem to be more confident for Merge/Rconstruct operation. I will dig more on this…
Another thing that needs attention is to keep each subtools with the same number of levels: if the numbers of levels are not equal is possible that zBrush cannot reconstruct the lowest level for part of the new tool. In this case the UV and the seams are messed up.
So, for each new subtool I spent my 30sec to chek that the merge function woked properly.
Once obtained a correct merged tool, the RoadKill seam remain and once all subtools are ready is time to make the megamerge and use UVmaster on the whole mesh!
In my workflow I started painting on the model only after the UVmap operation.
I know that all this seem a bit too complicated, but these are very three repetitive things… I hope to be able to do a little video explaining this workflow in a simpler manner.
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Thank a ton for the workflow guide. It is really well organised, which proves crucial on working with large numbers of objects. I learned much from your workflow, thank again.
Hi guti, thank’s for your fast reply
In my workflow I started painting on the model only after the UVmap operation.
When you start painting after merge, you have only one mesh…with the uv in one map properly seamed is correct?
But utilize polypaint with a single mesh composed by many obj could be a little hard because you’ll work with an high res obj to obtain a right resolution texture.
My dream workflow could be:
- import obj from 3d app with uv
- split in multiple subtools (in this way i could use polypaint in a better way)
- texture from polypaint
- merge desired subtols to flatten in one map
- export and utilize the one single map instead a map for every tools
Bye
<LI>Leo
Awesome work as always!
And thanks a lot for sharing your workflow with us
@GX@W, Santis: Glad you found my post usefull
Hi Leo!
When you start painting after merge, you have only one mesh…with the uv in one map properly seamed is correct?
Yes
But utilize polypaint with a single mesh composed by many obj could be a little hard because…
Yes… but at this point, when I have proper UVmap for the entire merged tool, I can split-it and work on the different subtools: the UVmap is mantained and each subtool mantain its portion of texture.
Once I finished the poly-paint I can made my texture with different method:
1- I can remerge all and use the “Polypaint to Texture” on the whole merged tool, but it could be difficult depending on the number of polygons
2- I can made the “Polypaint to Texture” on each subtool and create the overral texture mixing each different texture in PSP (using the “Lighter” blending), but it is boring and time consuming
3- (The best) I can use the multimap exporter cheking the option that make one single texture for all subtools. In this manner is a piece of cake also making normal, displace and cavity maps!
(The best) I can use the multimap exporter cheking the option that make one single texture for all subtools. In this manner is a piece of cake also making normal, displace and cavity maps!
Thank’s, after reply your email i tried exactly the metod above , and work’s fine
Ciao e grazie
Leo
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That’s cool man ! Congrats!
Great Work… and congrats…!
cool character and congratz for the 1st place too!!!
WONDERFUL First Place, Friend! I’m proud of you!
Congratulation from me too!
(I’ve stolen your idea for my first thread in zbrushcentral.com and I’ve write a first post inspired by your last post ;))
Love your work man…5 stars from me small_orange_diamond
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Branduarte, O/MI, Piz, Nazedo, Sugmund, BUSNISMANPATRIOT: Thanks a lot guys!