Texturing G3F genitals

SorelSorel Posts: 1,412

How does this process work? I am in the process of making a character, I have the morph finished, now it just needs to be textured and I figured I should know this before I start. I will be doing the texturing in zbrush.

Comments

  • Jan19Jan19 Posts: 1,109
    edited November 2015

    Never mind -- I imported the gens piece into ZB, morphed to UV, rotated 180 degrees so I could see the thing and said "forget it."

    I don't know what would work.  That piece looks to be laid out in tiles.

    Maybe pm Mec4d or Chris or post in the ZB tut thread?

     

    Post edited by Jan19 on
  • SickleYieldSickleYield Posts: 7,649
    edited November 2015

    It's a geograft, so it can be tricky.  I usually paint main textures first, then import the figure with the geograft conformed and repaint both the graft and the edge area.  This is why, with male gens at least, there has to be a separate torso texture for the geograft (for that edge blend).  So ultimately you have:

    Torso texture for no-gens

    Torso texture for gens

    Gens texture

    Other textures in the set, which don't need a separate version for the graft.  Zbrush should be able to export the textures separately for you for the torso and the graft even if they're together in the mesh, because they're on separate UV tiles.  I freely admit I have often used 3d Coat to clean up Zbrush's output on displacements.  I'm speaking from mostly experience with our Beautiful Skin products and their painted maps.

     

    If you want to sculpt a normal map (on anything, not just gens) you must not export at base resolution, rather at SubD 3 or so, then subdivide to 6 or so to actually sculpt.  Otherwise, my experience is that you will get line artifacts on export of the normal map because Zbrush does not like any visible faceting on the lowrez mesh on normal maps.

    Post edited by SickleYield on
  • SorelSorel Posts: 1,412

    I will try this, thank you very much Sickle :)

  • Jan19Jan19 Posts: 1,109
    edited November 2015

    It's a geograft, so it can be tricky.  I usually paint main textures first, then import the figure with the geograft conformed and repaint both the graft and the edge area.  This is why, with male gens at least, there has to be a separate torso texture for the geograft (for that edge blend).  So ultimately you have:

    Torso texture for no-gens

    Torso texture for gens

    Gens texture

    Other textures in the set, which don't need a separate version for the graft.  Zbrush should be able to export the textures separately for you for the torso and the graft even if they're together in the mesh, because they're on separate UV tiles.  I freely admit I have often used 3d Coat to clean up Zbrush's output on displacements.  I'm speaking from mostly experience with our Beautiful Skin products and their painted maps.

     

    If you want to sculpt a normal map (on anything, not just gens) you must not export at base resolution, rather at SubD 3 or so, then subdivide to 6 or so to actually sculpt.  Otherwise, my experience is that you will get line artifacts on export of the normal map because Zbrush does not like any visible faceting on the lowrez mesh on normal maps.

    Sickleyield, do you tick the Smooth Normals option for the Normal Maps?  Or Smooth UVs?  If that's ticked, normal maps still shouldn't be exported at base rez?

    Thanks for sharing your knowledge.  :-)

    I can't figure out why the gen export I did from DS imported into ZB with a zillion tiles as UVs.  Never had that happen before.

     

    Post edited by Jan19 on
  • SickleYieldSickleYield Posts: 7,649

    I leave the normal map export settings alone except for edge padding IIRC.

  • Jan19Jan19 Posts: 1,109

    Ok, thank you.  :-)  The only reason I mentioned the "smooth" thing was because I was getting the facets in my normal maps, and someone told me to tick "smooth normals" or "smooth uvs" -- one or the other of the buttons.  And it worked.  Before that, my normal maps from ZB were not usuable.

    I didn't know about the edge padding though.  I need to check into that. 

    Thank you!

     

  • SickleYieldSickleYield Posts: 7,649

    Really?  I guess I should go back and try it myself, then!

  • Jan19Jan19 Posts: 1,109
    edited November 2015

    smiley​   It fixed my normal maps, got rid of those little squares, thank goodness. 

    BTW, and this is OT, but your online information is very helpful.  Thanks for that, too!

    Post edited by Jan19 on
  • SickleYieldSickleYield Posts: 7,649

    I tried it myself and it worked!!  Just goes to show, I will always have more to learn about Zbrush.  And you're super welcome, you have returned the favor. ;)

  • Jan19Jan19 Posts: 1,109

    I tried it myself and it worked!!  Just goes to show, I will always have more to learn about Zbrush.  And you're super welcome, you have returned the favor. ;)

    I am so glad! yes​  On both counts -- that it worked and that I gave back a little.  smiley

     

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