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game model experts, i need your help, are you around jbrophy? :)
show user profile  jonnybravo_87
time to embarass myself again...

i learned a lot from this thread, apparently the most common method of building a game character is create character in zbrush without much emphasis on the base mesh.....import high level into max....and then construct the final base mesh over the high model (using snap).

Now unwrap the newly constructed base mesh and bake normal map. I think this is what jbrophy was trying to say to me in my dw thread but i dindn't understand (probably because i'm stupid). I just couln't understand what he meant by don't worry about the base mesh until you finish the sculpt

My question is do you go about texturing the model. You can't possibly get the same control painting in photoshop over a low poly layout of the base model as you would painting directly on the high res version in zbrush right? You can't see all the ridges and little details of the high model so you can paint over them. Are there any steps that i'm missing? I can't think of a way that you could bring the colour info that you paint in zbrush on the newly constructed base mesh. I went through that whole thread and i couldn't find any answers.

edit: i updated the pointed to the wrong page, if you click on it now and scrool to the bottom of that page you'll se the guy talk about his workflow White Death

read 912 times
3/30/2009 6:43:10 AM (last edit: 3/30/2009 6:49:53 AM)
show user profile  Dave
I don't understand this bit:

"I can't think of a way that you could bring the colour info that you paint in zbrush on the newly constructed base mesh"

As for the whole paint in ZBrush/Paint unwrapped shells in Photoshop. I don't use ZBrush so I don't know it's pros and cons for such a task, but I don't see what the problem is with just painting the texture in photoshop. We've been doing it for years!

"I flew over Egypt once"

read 901 times
3/30/2009 6:49:54 AM (last edit: 3/30/2009 6:49:54 AM)
show user profile  jonnybravo_87
I don't see what the problem is with just painting the texture in photoshop

well let's say you have lots and lots of small details on a region of the model like lets say....this guy has (
) on the belly of the character. And you wish to paint on those open wound things. Since you cant see on your low poly layout where those wounds are exactly located how are you supposed to paint the blood and tissue exactly on top of the coresponding geometry.

edit: i'm sorry if i'm not making myself understood, i really should take the time to learn this language better
edit2: i'm starting to think that maybe the ambient occlusion map would help? White Death

read 892 times
3/30/2009 6:53:53 AM (last edit: 3/30/2009 6:58:38 AM)
show user profile  mrgrotey
Export the AO map and use it as a multiply layer in PS, and that will show you all the detail in the high poly mesh. but I'd do all the diffuse painting you can in zbrush too then export that and carry on in PS if needed. I've been watching all the new featured in mudbox 2009 and cant wait to get started :D

read 857 times
3/30/2009 7:36:35 AM (last edit: 3/30/2009 7:37:20 AM)
show user profile  jonnybravo_87
"but I'd do all the diffuse painting you can in zbrush too then export that and carry on in PS if needed"

how ? the model i sculpted in zbrush has a different uv layout than the one that a recreate in max. How can i transfer the difuse map from one to another? White Death

read 829 times
3/30/2009 8:55:43 AM (last edit: 3/30/2009 8:55:43 AM)
show user profile  mattymoose
Thats just what 'bake to texture' (or whatever it's called in Zbrush)' does, jonnybravo. It takes information (lighting, normals, maps, whatever) and projects it from one object to another's UVs.

Your sculpted model shouldn't even have its own UV layout. The only UVs you need to worry about are the low-poly Max ones.

F1 > render to texture

read 817 times
3/30/2009 9:07:12 AM (last edit: 3/30/2009 9:10:10 AM)
show user profile  jonnybravo_87
i thought that you can only use that for normal maps :). Thanks everybody. I should get on to testing these features. White Death

read 802 times
3/30/2009 9:14:32 AM (last edit: 3/30/2009 9:14:32 AM)
show user profile  K-tonne
import your low poly game ready into zbrush as a subtool to the sculpted one, position and scale if it needs it (better yet create a clone of the original first so there isn't any resizing)
have only the tools you want to project with visible
transpose line off (hit scale to check and if there is one, click on the sculpt once to turn it off)
divide the imported game ready mesh upto around where the sculpted original was
tool> morph target> storeMT for a safety net if the project doesn't hit everything well enough you can 'paint' out the projection with the morph brush
then with rgb highlit (to get the colour info too) press- tool>geometry> subtool>ProjectAll
paint out misses with the morph brush/ resculpt if needed (remember to turn on symmetry beforehand if it's to be symmetrical
top menu> texture> adjust the width and height to your needs and press 'new' (the sculpt will go the colour of your foreground colour currently selected- don't worry)
tool> texture> Col>Txr (with rgb on and at 100%)
flip vertically (top menu> texture> FlipV and export)
nm extraction use zmapper

Website and Portfolio

read 759 times
3/30/2009 2:12:33 PM (last edit: 3/30/2009 2:12:33 PM)
show user profile  jonnybravo_87
if this works well enough it's like....heaven. I doubt that zbrush is that good though. It's bound to miss some detail....i think. But then again i'm not allowed to pass judgement since i didn't try it yet. I'm gonna try it out. Thanks a million....again. I think you know this program better than it's developers m8 :) White Death

read 747 times
3/30/2009 2:35:09 PM (last edit: 3/30/2009 2:35:09 PM)
show user profile  jbrophy
Hah far from stupid. I am just not good at splainin things :P

For me I like to do as Grotey suggested. I paint in PS under my AO map. This allows me to use and keep layers. Having these layers around for when I create my specular map is a huge time saver for me. I usually can get away with some level and color adjustments to get a solid Spec map ready to roll. Also having layers allows me to make easy global color changes to almost anything in my texture. I also like having more brush control in PS. That is just me though. Some guys do some very badass painting in Zbrush and mudbox.

if I want textures out of Z I just AUV unwrap my high poly model. Paint my texture int he colorize. Go from Col>Texture. Now when I export out my high poly model I will have a texture ready to go in max. Bring my high poly into max. Put the texture on it, after flipping verticle. Create my lowpoly. Unwrap my lowpoly. Now when I rip my normal map from high to low I also rip the diffuse. This will transfer the texture from high to low on to my new model and UV's.

Jesse Brophy

Fry Monkey

read 706 times
3/30/2009 7:14:17 PM (last edit: 3/30/2009 7:16:49 PM)
show user profile  jonnybravo_87
cheers jesse :) This is real valuable info m8....greatly appreciated ;). It's always nice to hear how the experts do it before you try it yourself, even if i wont be using the technique as good.

K-tonne tried the projection m8 and's so so close but still i get some small oddities in areas with tight edges and all, and it must be a bitch to redo all that. I think this is really usefull as long as you do it before you go in to the finer details of the model. I believe that the same thing goes for retopology, another new thing i learned about while trolling the internet for answers White Death

read 687 times
3/30/2009 11:51:17 PM (last edit: 3/30/2009 11:52:41 PM)
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