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Zbrush alpha
Zbrush alpha




zbrush alpha

and I'm wondering what you guys think the result of baking the highpoly hair clump to the planes would be. what comes next? I use xnormal to generate normals/base texture painting in zbrush/ao. This way you can edit the mask to paint in any connects / fix any errors, and then inflate. Otherwise you may have to break the alpha pattern into smaller peices and drag them on as a mask with radial symmetry. It would be easy to retopolgize each "clump" of hair seperately by just extruding the edges of a plane out along the hair and just beyond the tips of the clump. This way you can load the alphas in photoshop, position them exactly where you need them, and then preview the result. Played around with this for a bit the other night which resulted in several subtools of clumped together hair strands which look pretty much exactly how I would want the hair to look if I was using hair planes.

zbrush alpha

and then pinch the roots (slightly, only to group them a bit) and then really pinch the tips to bring them together. why not make a strand, duplicate it, move it around a bit, duplicate, move, etc. So I was originally leaning toward sculpting the hair for this creature, when I thought. I like to see it while sculpting in zbrush so I can get a better idea of the final result.

zbrush alpha

I'm generally not a fan of using alpha'd hair. I'm working on a Troll ceature for a baldur's gate mod and I finally got around to starting work on it's hair. but let me explain what I'm trying to accomplish, if I can. I know the title of this thread sounds ridiculous and you're probably thinking "What the? WHY?".






Zbrush alpha