ZBrushCentral

Eyes - Texture or polypaint in Zbrush?

So, I have a model that I’m sculpting up and I’ve polypainted the eyes. I plan for this to be a production ready model so after all of this I’ll be going in for retopology and texturing and all of that, but this is still my first go around with really doing a full production model. Question about eyes: I’d really like them to be crisp and I’m wondering if you would be fine with polypaint or would a production model (for animation more for film) use texturing?

How would you do the eyes/irises for a production model? I’m willing to redo the eyes but I just want to know like should they be done?

Hi @DavidJones

Ultimately, you will be more of an expert of the requirements of your intended output than anyone else here. Look to resources dedicated to that output for what will realistically be required.

Theoretically, though, if working with high enough mesh and texture resolution, there shouldn’t be much difference.


Click to read tips--condensed for readability

There are two main components to consider–the resolution of your mesh, and the resolution of your image texture. Both need enough resolution to support the other. Polypainting on a mesh without enough polygons to support the intended detail, or baking that polypaint to an image texture without enough pixels dedicated to that mesh area, will both result in blurry detail. To a lesser extent, the actual tools involved can sometimes be inadequate. If painting with alphas or textures, make sure those images themselves have enough resolution to make clean lines on the target surface.

However, with extreme resolution requirements, it can sometimes be tricky to comfortably get enough polygons or pixels to the areas that require them. This is going to come down to your skill with UV layout and topological discipline (deliberately constructing topology to deliver more polygons to high detail areas when subdivided and fewer in areas that dont require them.) Topological quality is also a concern. As with most things in Zbrush, evenly distributed quads as close to square-shaped as possible will return the best results. Haphazard or stretched topology will produce poor results.

In certain situations it can sometimes be useful to bypass polypaint, and paint directly onto an applied texture instead. Tools like ZAppLink can be useful here. It will allow color to be painted directly onto the texture in an image editor, with the resolution of the texture and your UV layout being the only limiting factors on detail. The applied texture will have the same amount of detail no matter if the underlying mesh is 100 polygons or 1 million. The drawback to this is it limits you to working on a single “view” at a time, rather than being able to paint in real time. However, an eyeball with mostly forward facing detail would be a good candidate for this.


Hi David
One alternate method I found easy to do for eyes is load the polysphere tool make it a polymesh and subdivide a couple times. Orient it so the concentric rings are facing you and turn off perspective. Mask out the iris first and make the mask a polygroup (polygroup by masking) then mask out the pupil in the iris and make that a polygroup. Then you can easily change materials and colors on the different polygroups or inflate /deflate the pupils for lighting effects, 3D printing etc. Just makes working with eyes easier. I’ve attached a pic of an eye I did recently using toy plasitc for the material. Hope that’s useful .

Have a suggestion for eyelids using the curve strap brush on eyelids but I don’t have time right now to make a pic tutorial. You might google Danny Mac for eyes and eyelids as well. His vids are very well done.
ZEye