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Smi7h1sH3r3 808
10-18-2009, 03:11 PM
Hey guys,

So i just started using Zbrush and it's freaking awesome. wish i had started learning it earlier but that's ok, better late than never that's for sure.

Though Zbrush is great for adding details I'm a bit confused when deciding to texture my models. Should I sculpt in Zbrush first then texture? I thought this would work but when you have specific areas, say rusting, matching them up becomes a pain. Though, even if you create your texture first, sculpting in any minute details will become a task of matching areas up again.

Is there a better workflow? Am I missing something or is matching things up the only way to go about it?

dabu
10-20-2009, 04:49 PM
kinda a general question. The workflow I use for current gen:

Model high poly
model low poly from high
uv low

bake Normal map using transfer maps in Maya (or xnorml, zbrush, etc)

bake AO from High to low, use as painting base for diffuse or extract greyscale from Normal map and use that (blue channel works well...

use diffuse to generate spec map

Shawn Stewart
10-21-2009, 05:13 PM
Normally you would want to do the low poly, then the uvs, then export to zbrush and start your high poly. if you dont do uvs, zbrush does them for you, and zbrush does a horrible horrible job.

rburke
10-22-2009, 12:30 AM
actually you can do uvs after the sculpt its not an issue. depends on what workflow you like. The model changes a lot after a sculpt so its best to uv the low after youve made changes in zbrush. You can even import the uv'd model into an existing sculpt if you are not removing or adding points.

rburke
10-22-2009, 12:33 AM
..................sry extra post

Smi7h1sH3r3 808
10-22-2009, 07:53 AM
lol, yea i actually spoke too soon ^_^

went to Optimus Klein's class (because I'm in his class so it only makes sense) and he went over the Zapp Link stuffs.

AWESOMENESS

but he said the same thing, it's really up to you as the artist as to which workflow you choose. go high poly first then make ur textures, or make a low poly with textures then sculpt in additional details where necessary. guess i'm just gonna have to figure out what works best for me ^_^