ZBrushCentral

First time Zbrusher atempting a General Grievous

Ok so I just started using zbrush… foold arround a bit and am kinda getting used to the tools. but im having some trubbles getting things off the ground…

I’ve recently migrated from the animation program “animation master” to “Maya”

I imported a General Grievous model I made… fixed it up and wish to texture and colour it. I know i can UV map and Zbrush all the cracks and details and such but im having some dificutly.

General grievous is a very… detaild model… he has MANY many small and different peices that all need different textures and details… i want to know if i should just be putting every peice into z brush one at a time and work with that? also iv been serching arround for more detailed and informative tutorials for small textures such as cracks and dents but havnt had much luck… if anyone knows of any tutorials that would be usfull… heres an image of what grievous is and what im trying to achivemust-grivi3.jpg

I know that my post seems very unprofetional but i REALLY need to get tis working… any help would be very hepful, thank you n_n

You can bring the various parts into ZBrush as multiple subtools. In fact, SubTool Master has a multi-import feature to do just that.

Alright thats exactally what i wanted to find out but how do i go about figuring out how to do it?

http://www.zbrushcentral.com/zbc/showthread.php?t=66035

well since you have been such a big help can i ask another question?

when i colour onto the model “and im sure im doing it right because iv followd so many tutaorials” how come when i change ti fro colour to texture rather then making and unraped form of the model it changes to a square and inacurate colour that ruins what i just made… also know of any tutorials that would help me get good cracks on the faceplate and such?

We’d need to see examples.

As for your how-to question – have you tried using ZBC’s search feature? You should also read the Epic Focus interview about Gears of War 2. Some of the artists talked about this subject.

Grievous problem.jpg Ok so this is what happens when i use the colour to texture toool which in the tutorials iv seen makes it seem likes its saposed to unwrap whatever colour you made… also my details to his eyes “under the colour” such as shaping and adding small details goes to maya fine… but it makes that part of the model WAAAAY to high polly… anyway to send those things to maya but they dont actually go into play untill you render?

ill throw a stab at answering but im having a hard time understanding you.
you export the textures(normal,spec,displace,diffuse) to maya not the ZB geometry(not the 5mil poly eye socket),
might be what your doing wrong.
also, did you UV unwrap in maya?,
if you did just hit tex>col flip and export then apply in hypershade in maya.
hope that clears it up for you.

hmm maybe if i could find some colouring tutorials this would have all went by smoother

I didnt really do much… I am still new to this… the eyes that you see colours were a smooth polly mech in maya… i simply exported them “and everything else you see” as an obj i then put them all in dif subtools and started editing the eyes with texture… then followd whatever tutorials i could on colouring “pic a colour put colorize on and hit fill object” and started colouring away… in the tutorial it showd after colouring that hitting color to texture would put the newly made texture in the texture slot on the left "in the tutorial it showd it as an unwraped colour form of the model. but when u change from color to texture it turns out as a full square with a portion of the color…

Also i want it to be an unwraped map so that i may take it into photoshop to go even more into detail with colouring since i was finding the zbrush painting to be limited and more as a base colouring…

One last thing… if anyone knows of tutorials or forums or any place explainging hot to get the texture “not the painted on texture but the actual 3d manipulation texture” into maya without it overwelming the polly count would help too

well personally, seems the workflow pipeline isnt something you fully understand, like,
make mesh in maya, uv map it, cleanup button or smooth quad the model,
then export, make morph, then sculpt and texture, then export and import in maya. thats a breif and fast explanation of the flow, but the flow itself entails more.

ok so iv realised now that theres just a problem… something wring in my zbrush where if i try to make a texture or even a displacment map… they turn out one colour no matter what was in them before… any solutions?