[font=Times New Roman]Can you produce other types of maps besides cavity, displacement, normal and colour in zbrush… like say specualr highlight maps for example?
If so how would I go about that?
[font=Times New Roman]Can you produce other types of maps besides cavity, displacement, normal and colour in zbrush… like say specualr highlight maps for example?
If so how would I go about that?
I may be wrong but I think ZMapper will export any type of map that you tell it to, as there are texture export capabilities.
The way I found to create and export specular maps, subsurface scattering, etc.maps is to color the mesh either black or a dark gray then polypaint the specular areas in shades of gray to white, export those as you would a texture, then refine them in Photoshop or GIMP.
i thought there might be some kind of autoatic generation of these types of mapes based on the mesh.
No, there is not as of yet an automatic specular map feature in ZMapper, but since specular mapping is rarely a uniform map except in the case of slimy or wet things, it’s simpler just to increase the specular node of the renderer that you are using. In the case of the dry human with average oily skin, the best solution is to paint the areas that are more specular, ie. the lips, eyelids cheeks, ears, forehead, (in some cases). I add a specular area for fingernails and toenails too.
well see this map

It looks generated to me…
it is form this production diary thread… i have tried emailing the author about how he generated this map but no reply 
that looks like a run-of-the-mill spec map to me. the stretching at the UV seam implies to me that it was painted in 3D, but almost certainly done by hand and not generated… AFAIK there is no algorithm that can determine what areas should be specular based on arbitrary geometry. I’ve seen programs that would generate a spec map based on texture input, and it would try to guess what the spec map should look like (such as crazybump).