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G Saviour18
12-22-2009, 08:29 AM
Hi, basically I have a high poly character that I need to bring into Max to render off to show all of it in it's glorious detail. My problem is how do I go about texturing such a thing? At the moment I've imported low poly level versions of my characters mesh from ZBrush to Max and have mapped them, I was intending to take these UV's into photoshop and then just start painting but the lowest poly version of my mesh has none of the facial detail that the high poly has so I'd be painting on a blank surface virtually, anyone out there who can tell me what to do? Heres two screens that will show the detail of the face that I want to bring into Max and also a screen of the currently mapped character model, thanks :)

NullifyTheNight
12-22-2009, 01:52 PM
Why not bake out some of your other maps like AO, normals, & polypaint so that you have a decent guideline of where the features are?

G Saviour18
12-22-2009, 04:09 PM
Why not bake out some of your other maps like AO, normals, & polypaint so that you have a decent guideline of where the features are?

Well I've just polypainted it roughly now, gonna run it through XNormal which will hopefully generate all the normals maps and whatever else I need, waiting for XNormal to download now, hopefully this works :) Never worked at such high poly levels before, very intimidating! Thanks for your advice ;)

Ace-Angel
12-23-2009, 11:49 AM
I tend to make a rough polypaint right off the bat, but I use the UE3 tricks to outline the stuff I'm going to take care of.

For example:
Metal parts #1 - Paint them Light Green.
Metal parts #2 - Paint them Darker/Duller Green.
Skin parts #1 - Red.
Skin parts #2 - Darker/Lighter Red.

If two or more parts are 'connected' to each other, and are not something easy to divide up, but are of the same material, as stated above, I paint them different degrees of the same color.
Later on, in PS or any other editing program, I use the Wand tool or of such nature to divide up the parts (cut them), and name each one, etc...

For seams, I use 3DC (3D-Coat) as it's nice and cuts down on the time required in correcting them manually.

Also, yes, I use Xnormal too, to generate the all the maps. I also layer those and help me with the texturing process. AO are extremely useful for keeping some of the details required.

G Saviour18
12-29-2009, 02:52 PM
I tend to make a rough polypaint right off the bat, but I use the UE3 tricks to outline the stuff I'm going to take care of.

For example:
Metal parts #1 - Paint them Light Green.
Metal parts #2 - Paint them Darker/Duller Green.
Skin parts #1 - Red.
Skin parts #2 - Darker/Lighter Red.

If two or more parts are 'connected' to each other, and are not something easy to divide up, but are of the same material, as stated above, I paint them different degrees of the same color.
Later on, in PS or any other editing program, I use the Wand tool or of such nature to divide up the parts (cut them), and name each one, etc...

For seams, I use 3DC (3D-Coat) as it's nice and cuts down on the time required in correcting them manually.

Also, yes, I use Xnormal too, to generate the all the maps. I also layer those and help me with the texturing process. AO are extremely useful for keeping some of the details required.

Thanks for the advice, thought I'd post my polypaint of the model and also the finished version just to show you how it turned out, this is my first character ever finishing so feel free to crit me :)

Ace-Angel
12-31-2009, 05:58 PM
Image is small on my screen, if you could post a higher rez one, so I can take a better look at it on another hosting site.