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kinston
08-08-2007, 03:13 PM
Hi everyone,

My name is Kingston, i m working in Ksatria gameworks working on the game " Lone Wolf "

this model is the 1st time trying Zbrush poly painting adding in our modelling and texturing pipeline, the speed and the result is great, the final game model will have full armor and helmet covered 70% of this creature, i have the permission from my company to post the body part of this high-res mesh, because i have some questtion hope some of the zbrush master here could tell me how do make it works.. thanks alot


Close up
http://img.photobucket.com/albums/v647/kinston2/refine10.jpg

poly painting
http://img.photobucket.com/albums/v647/kinston2/refine7.jpg

full body
http://img.photobucket.com/albums/v647/kinston2/refine11.jpg

z brush mesh
http://img.photobucket.com/albums/v647/kinston2/Untitled-1.jpg

the base mesh is using maya, high mesh model in zbrush, and texturing in zbrush.. i have the normal map and cavity map done in zmapper for the low res game model.. but after i play alittle with the cavity setting in some of the shaders.. i find the result is much better (in the zbrush mesh)

So i would love to ask about how to get the cavity from a zbrush shader setting into a texture map. i already try alot of other method like z mapper, or using projection master and paint just the material with the shader cavity setting and pick up as a texture, and create displacment map and crop and fill with the shader 's setting, and overlay that map to the colour map.. but i still find that the shader setting give the best result and more control..

moiremusic
08-08-2007, 04:47 PM
That is wicked. Nice work. What's a "cavity map"?

wizo5454
08-08-2007, 04:49 PM
wow, just ....... speechless. Kickass Model! I hope I can get to see this in action some day.

Testament
08-09-2007, 04:38 PM
So i would love to ask about how to get the cavity from a zbrush shader setting into a texture map. i already try alot of other method like z mapper, or using projection master and paint just the material with the shader cavity setting and pick up as a texture, and create displacment map and crop and fill with the shader 's setting, and overlay that map to the colour map.. but i still find that the shader setting give the best result and more control..

I think you just mentioned all the ways to create a cavity map. I use the lat method you mentioned, displacement + crop and fill + shader cavity settings. Seems to work fine for me, just make sure you merge that same map in your specular one in order to get a more pronounced and realistic look.

Nice work by the way. The arm seems a bit weird tho, but that might just be the angle.

Ziboo
08-09-2007, 06:22 PM
hi, realy cool model, nice work.
Maybe i have a solution:
- You can go in "Masking" menu, and press "Mask by cavity"
- Then, you can set your brush on low rgb intensity, select a black color
and paint into the cavity of your model.

I'm not shure it work, but you can test that.

Bye

mindrot
08-09-2007, 06:40 PM
Very nice work kinston. The texturing is great.

Not too sure about the hands, but that's probably because they aren't fully visable.

~M~

MatthewNovak
08-09-2007, 10:20 PM
Omg, i can only hope to be as good as you one day.

kinston
08-10-2007, 06:54 AM
thanks alot for the kind words.

i use a few method to create the cavity map and compare the result.
http://img.photobucket.com/albums/v647/kinston2/cavity.01jpg.jpg

the result i find is much better by using the shader cavity and paint material in projection master

http://img.photobucket.com/albums/v647/kinston2/cavity.02jpg.jpg

and my question is, is there a way to bake all the information of the shader material included all the shader setting in to a texture map instead of using projection master to paint material?because painting in projection master just take too long to keep rotating angles and paint for a character. i m sure there is a way to bake all the information to a texture map without using PM, just cant figure it out for the moment...

Kanga
08-10-2007, 10:27 AM
Nice work buddy!
The mouth is looking a little dry, you might try some specularity to wet it up a bit. As to your question about baking textures. If you want the end model in a game engine then I think that only accepts seperate maps like bump, texture, reflection (don't believe deformation though I could be wrong). and normal maps for deform. For a cinematic you will probably have to chuck out seperate maps to create your own combined shader in the 3d app your pipeline uses.

Maybe not much help but a bump from me:)

Lookin great.
Chris

chrisdejoya
08-10-2007, 01:15 PM
double double post post

chrisdejoya
08-10-2007, 01:16 PM
Hey Kingston, great to see some art from ksatria finally surfacing. This model looks fantasic. I'm looking forward to the big unveilling in September. :)

Not a lot of experience in generating cavity maps in Z3, but try giving Xnormal a spin. It has a tool that approximates cavity maps from a tangent space normal map, and you should be able to tweak it to your liking in Photoshop...

http://xnormal.net

The tool is a Photoshop filter by the way.

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