1. Sculpting Normal Map in ZBrush
Start Maya and open the file which was saved in the last part of the tutorial series. Select all of the geometry, go to File > Export Selection and export them as obj.
Open ZBrush, simply choose a project to start a new project.
Import the Goku model that we exported just now.
Expand Subtool tab > expand Split tab > click on Split
To Parts to separate the meshes.
For easier operation, we combine all the hair strands into
one subtool, belts and all symmetry object into one subtool each by clicking
MergeDown under Merge tab.
Start sculpting the body. Subdivide the mesh multiple times by pressing Ctrl-D. To sculpt details of the mesh, you'll need at least one million points, you can view the points from the top of ZBrush.
Use DamStandard brush (B-D-S) to make the eyes, nose and
eyebrows more obvious and clear.
Use Standard brush (B-S-T) to sculpt the chest and neck’s
Repeat steps for the arms.
Use Standard brush (B-S-T) to sculpt some veins.
Then sculpt out the nails by using DamStandard brush (B-D-S).
Next, select the top clothes and subdivide multiple times.
Use B-D-S brush to sculpt the clothes wrinkles. Try not to
use mirror otherwise it will look fake and unnatural.
Pull out the clothes near to belt with using B-M-V to show it
is loose clothes and tied with a belt.
Repeat steps for the bottom of top clothes. You can hide the
belt for easier sculpting.
Using B-S-T brush to sculpt the light wrinkles.
Repeat steps for the pants by using B-D-S brush to sculpt the
Next sculpt the tail, using B-D-S and B-C-B brushes to sculpt
some bumpy for the tail.
Export the sculpted geometry (body, clothes, pants, tails) one by one as obj.
You can either choose to do texturing first or posing first, here I chose to
do texturing first so that when we paint the texture can mirror to the opposite
Import back the ZBrush mesh into the previous Maya file.
Rename all the meshes’ name to XXX_geo, then group the original low poly mesh by pressing Ctrl-G.
Duplicate the group and delete the
body, clothes, pants and tails. Rename the duplicated group to goku_high.
Move the ZBrush mesh into the group. Select all the mesh with
name XXX_geo in goku_high group, go to Modify > Search and Replace Names.
Change the search for to _geo, replace with to _high, and
Subdivide for the selected meshes by clicking Mesh >
Smooth. Change the Divisions to 1.
Duplicate again the mesh_grp, and rename the geometry to _low
like step 22.
Select the _low group, export selection as Obj. Select the _high group, export selection as Obj.
2. Texturing in Substance Painter
Open Substance Painter. Create a new project by pressing Ctrl-N. Select the low poly obj, and tick Create a texture set per UDIM tile, change the normal map
format to OpenGL.
Change to orthographic view by clicking the icon or press F6
Go to Texture Set Settings tab and select Bake Mesh Maps.
Click on the icon and select the high poly obj, then change the Match to By Mesh
Name, then click on Bake all texture sets.
Then wait for the maps to be baked.
After done baking, your mesh should look like this now. You
can check the baked map by pressing B.
Go to Smart Material tab, drag and drop Skin Human Simple material into the layers.
You can change the skin color by changing the base color of
Duplicate the Base layer by pressing Ctrl-D. Drag it to the
top of the layer and change to a darker skin color. Click on the icon and
select Add black mask.
Select the black mask, change the size and flow of the brush
to pen pressure.
Turn on symmetry by clicking the icon.
Paint on the geometry to make the muscles more obvious and
paint some shadow for it. You can press C to show the basic color, press M to
back to Material.
Continue to paint some stroke on the same layer for 2D comic
Create a white mask for the group.
Press 4, select the last icon and change to black color, drag
the faces on the UV map to mask out the region other than skin.
Create a new fill layer, change the base color to white, then
add a black mask.
Press 4 and change to white color, drag select on the eyes’
Repeat Step 15-16 for the eye’s pupil and eyebrows.
Create a new fill layer, change the layer from normal to
multiply, then add a black mask.
Select the black mask, use brush (shortcut key: 1) and paint
some shadow for the eyes.
In this tutorial, we've completed the body textures. In the next part of the tutorial series, I'll be showing creating the textures for hair and clothes.
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