1. Extracting Texture Map for Body Mesh
Start Z Brush and open the file which was saved in the last part of the tutorial.
Select Dino mesh in the SubTool panel as shown in the following image.
With Dino mesh selected, go to Geometry panel and set the value of SDiv to 1 to decrease the subdivision level as shown in the following image.
With the Dino mesh selected, click on UV Map panel and then click on Morph UV button to see the unwrapped UV map in the view port as shown in the following image..
Turn off Morph UV button.
Following the same method, check the UVs of gums and teeth also.
With the Dino mesh selected, click on Zplugin menu in main menu bar to open the Multi Map Exporter panel as shown in the following image.
Turn on all highlighted maps and set the value of Map Size to 4096 as shown in the following image.
Click on Create All Maps button to create the maps.
You need to save all maps in a particular folder so that you could use these maps later in Maya.
In this way, all maps, materials and texture files of all body parts have been saved.
2. Creating Specular Map
With the Dino mesh selected, go to Texture Map panel and turn off Texture On button as shown in the following image.
Click on Shader button and select MatCap Metal02 shader as shown in the following image.
Click on M button to enable the material channel.
Click on Mrgb button, select dark gray color, go to Color menu in main menu bar and then click on FillObject button.
Select white colour shade and then paint on the surface where you want specular highlight as shown in the following image.
Turn on Cavity Mask and Auto Masking and then continue painting the surface as shown in the following image.
Paint the surface for the specularity and highlights as shown in the following image.
In this way, you have completed painting for the specular highlight map for exporting the specular map.
3. Exporting Specular Map
Go to Texture Map panel, turn on Texture On button and click on New From Polypaint button to create the texture map.
In this way, you get the specular map for exporting.
Go to Texture menu in main menu bar, click on Flip V button, select Specular Map and then click on Export button as shown in the following image.
Save the map in the specified folder.
4. Creating Dino Skin Shader in Maya
Open Maya. Import the Dino mesh.obj file.
The mesh is not smooth as you can see in the following image.
Go to Mesh Display > Soft Edge command to display the mesh in smooth mode.
Now you can see the smooth and soft surface on the view port.
Import eyes, gums and teeth meshes also.
Open Hypershade window and apply aiStanderd material on the eye ball mesh as shown in the following image.
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