Texturing a model in ZBrush has a great many advantages for speed and ease of use. But if you want to keep details on the model, a workflow comes in handy, so that you are not painting every rivet and bolt on your model. ZBrush’s mapping ability, along with Photoshop’s layer blending, makes a power combination for a texture artist. This MasterClass! is perfect for anyone interested in making Videogame Quality-“Baked” textures for their models. To begin learning ZBrush Texture Workflow, simply click on the movie links.
Introduction Introduction (02:36)
Prepping the Model Reconstruction (03:01) Reconstruct Debug pt. 1 (02:02) Reconstruct Debug pt. 2 (02:07) Lowering the Poly Count pt. 1 (01:29) Lowering the Poly Count pt. 2 (01:50) Lowering the Poly Count pt. 3 (01:50) Exporting (01:01)
Blender Install (02:37) Navigation (01:25) UVW Unwrapping pt. 1 (06:34) UVW Unwrapping pt. 2 (04:02) UVW Unwrapping pt. 3 (03:23) UVW Unwrapping pt. 4 (02:13) UVW Unwrapping pt. 5 (02:11) UVW Unwrapping pt. 6 (04:41) UVswitch (01:56)
Texture Displacement Map pt. 1 (02:00) Displacement Map pt. 2 (02:10) Occlusion Map (03:13) Photoshop Setup (03:51) Lesson Files (04:35) Color Pallet (04:40) Fur pt. 1 (04:40) Fur pt. 2 (01:49) Fur pt. 3 (02:48) Fur pt. 4 (05:04) Color Correct (05:42) Texture Imports (07:12) Color Template (06:01) Metal (03:24) Reclaiming Detail pt. 1 (03:42) Reclaiming Detail pt. 2 (04:38) Reclaiming Detail pt. 3 (02:10) Reclaiming Detail pt. 4 (03:11) Final Touches (04:06)
Conclusion Wrap Up (06:57) About the Author (03:47)