ZBrushCentral

Need help with Making Textures.

Hi everybody, I just started using zbrush and I want to make some decent textures for them, keep in mind their low poly game models. I have tried unwrapping in 3Ds max but the unwrap is just to complicated to work with. I’ve tried bodypaint and it’s kind of stupid so far.

All I want to know is the best way to start texturing my model so I can bring it back in 3Ds max. Also how would I go about doing all this.

http://www.pixologic.com/zclassroom/homeroom/
chapters>essentials>polypaint.

There are about a million different ways to texture a 3d object. It all really depends on the the artist and how you like to work. some people paint their flats in zbrush, generate their normals and AO in zbrush or another app to use as a guide in a 2d painting program, and then paint the detail pass inside of that 2d painting program.

others will use Zbrush for the whole thing, or photoshop for the whole thing

I personally do a mix of both, Zbrush for flats and a base coat, PS for my details, then Zbrush for seam fixes (with cs4 I can probably skip the last step…and better yet, with zbrush4 i can probably skip the whole PS side :D)

Well photoshop would be my most comfortable interface if I could use zbrush to unwrap my model or something.

How can I go about can decent unwrap that I can draw on in photoshop?

I’m sure I’d have no problem if I were working on flat surfaces, but my models are character models so they have alot more then just flat sides.

Any words of wisdom?

Does anyone out there use other programs for painting out seams after doing the majority of their texture work in photoshop?
Are there advantages to using packages like BodyPaint 3d over Zbrush for seam fixing?

thanks

have you found the answer to this question yet? and if this possible… i’ve been trying to figure this out for days, and can’t seem to find the answer…
thanks in advance for any info,
andy

Zbrush does not show GL or DX shaded meshes – this is a big disadvantage for game art. And you can’t use game shaders in Zbrush like you can in Max or Maya. The more you can work with feedback that indicates your final output the more you can play with the artistic process which should lead to a higher quality and more creative result.

But the point is, Zbrush in it’s curent incarnation isn’t meant for color-texturing normal mapped low-res game meshes that weren’t created in Zbrush.

About the UVs… unfortunately you’ll have to deal with them eventually. For games they’re too important. :confused: