
I did not apply retopology as it was not needed in this case – the output following ZRememsher in ZBrush was good enough. I did the UVs in Maya in a standard way without any tricks. Later on, I got rid of the extra loops, which got incorrectly displayed following ZRemesher and which do not affect the geometry. This option worked for me well and saved me some time. Further details like scratches, skin details, veins and bruises are added in ZBrush. After exporting the mesh from Character Creator it also exports textures which I bring back to ZBrush as polypaint.

In order to do low poly, in my projects I often go to the bottom level of Divide and use this mesh to unwrap. Texture painting the figure For texturing the figure, textures from iClone are reused. Consequently, I added a Divide level for further sculpting and detailing. For instance, once I add an object, I refine the silhouette if needed, use the DynaMesh tool followed by ZRemesher to manage the number of polygons, and create a more uniform mesh. Later on, I imported the objects from Marvelous Designer into ZBrush for further polishing. So I used it in the pipeline for creating other elements of clothing besides the cloak. I got to know this software not long ago and really enjoyed the high degree of control over screen tasks that it allows. The clothes and the cloak were created in Marvelous Designer. Try clicking the Morph UV button to unwrap the selected SubTool into the UV layout this is a very cool way to see how the UV is actaully laid out on the mesh.Īs you can see below, simply applying the Uv Box was sufficient for this case.The head sculpting required a standard set of tools, including ClayTubes, Standard and TrimDynamic brushes, due to certain face texturing technology I apply at a later stage, I won’t go into detail at this point. You could do various other UV adjustments here depending on your need. In this case, we need only click the Uvb button to apply Uv Box. We can adjust this in the Tool palette > UV Map section. Now, the only problem is that the texture is distorted on the object because of the UV mapping.

Pick something whiter I find that SkinShade4 works well.


If you had a dark matcap on the object you will see the texture projected onto that base color, as shown below, which is not really what we want. 28 Likes, 1 Comments - Abhishek Shinde (abhishekvfx867) on Instagram: 'Skin Painting In Substance Painter For Practice substancepainter avatar 3dmodel zbrush skin. You should then see your texture map loaded into the slot and the Texture On button should be selected (on), as shown below. In the resulting dialog, click Import to find your texture map image, which I’m told must be either PhotoShop PSD, JPEG, or TIFF. In the Tool palette > Texture Map, click the empty texture box (slot). In the Tool palette, click Make PolyMesh3D. Start by drawing a Sphere3D onto the canvas and press the T key to go immediately into edit mode. A quick tutorial of how to apply a texture to an object in ZBrush.įor this tutorial, we’ll work with a simple sphere object.
