( note: The Timelapse above has all of its narration, discussion, etc edited out. I made it as lean as possible.
No excess fat here )
I have finally finished part 2 of this series. This 13 hour video set deals with texturing a character inside of ZBrush, and Photoshop. It is all real time, and very new user friendly. Everything is explained, and often repeated.For a limited time you can Buy the full video for $30 at:http://www.thethirdguild.com
The Chapter List of topics covered can be found in the link below:http://www.martinkrol.com/uploads/ZB_Char_Intro/part2/IntroVideo_Part2_jpg.jpg
It is geared toward the new ZBrush user, It is priced at $30 for the first month.
After April 25th it will cost $45There is also a bundle that includes part 1 and part 2 for $60 US dollars.
This training video set starts with going over how Poly Painting, and Texture mapping work.
Once we go over the details of how those work we move onto the process of filling in the
character and his clothing with some base colours. For the characters skin, I chose to
explore Poly Painting, Layers, etc. The reason for this combination is to make use of the
organic approach for an organic model. At the same time, Poly Painting is very simple by
nature, so it is easier for new users to just pick up and go. As we move along, we explore
a number of brush options, but for the most part we keep the tool set lean, to keep
things simple. The focus is on technique, and approach to paint layering.
Once the skin is finished, I go into projection master, and Zapp link. I explain why they
are useful, and then proceed to go into Photoshop where we make alpha maps, and
colour maps for the stitches, and the new methods for painting them in. During this time
I go into the roll stroke function to make all of this work.
Next I go into Photoshop to create a few texture samples that we will use for the
texturing of the clothes. Being too heavily reliant on texture samples can limit your
options and lower the quality of work. Sometimes it is important to know how to create
your own texture samples. I create a two fabric patterns/textures that we use later down
the road. At the same time I go into the process of painting other parts on top of the
textures to show how it is all possible without having to resort and limit yourself to only
the images that you have available. I show how you can use and manipulate your
limited resources to create things that aren't just given to you. How I use the leaf
brush in photoshop and some selective/corrected blurring to make varied grease stains.
For finish, there is a chapter that quickly goes over the character in Photoshop to create a
more appealing render.
Part Three of the series will deal with Topology issues and thoroughly discussing things like proper use
of topology for animation. I will create a game model topology, as well as one that is useful for film.
Then I will talk about extracting data, assembling the model back into one piece, and then export it all.
The model will be exported out to Cinema 4D, modo, and possibly UDK.