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Riptide pro polygroups to zbrush
Riptide pro polygroups to zbrush







#RIPTIDE PRO POLYGROUPS TO ZBRUSH HOW TO#

I’ll cover how to do this in another article. That’s it! With this new ID Map, we can go ahead and select/mask parts of our model in Substance Painter. You can also do this from the Texture menu (same approach, right-click on the texture). Select Clone Texture and it’ll be made available in the brush settings tab on the left. Our final step in this process is to export the map. This will create a new texture for us, enable it on out model, then transfer the polypaint colours over. Under Texture Map, select New from Polypaint. Also under Adjust, select Flip V to rotate our texture by 180 degrees otherwise our map won’t work in Substance Painter. To do that, head over to the UV Map option and set a suitable texture size. Let’s create a texture next and bake this out so we can use it in Substance Painter later. Now we’ll head over to the Polygroups menu and choose Polypaint from Polygroups to transfer this information over as vertex paint.

riptide pro polygroups to zbrush

Notice how the colours on your model change when you do this. Once your Polygroup is defined, activate Transpose from the Brush palette or just switch from Draw to Move (W). In combination with Polygroups, you can use Transpose to extrude faces in or out of your surface.

riptide pro polygroups to zbrush riptide pro polygroups to zbrush

I’ll pick a white mat cap and display the polygroups in the viewport, then head over to the Tool – Polygroups Menu and select Auto Groups with UV. The Transpose tool isnt just for moving objects around your ZBrush canvas. Y'see, Dragon Tail, the story Whirlwind and Emerald originate from, is actually a fairly dark story, so it was great to be able to write a slightly more light-hearted scene in that world. Wendy very kindly brought this to my attention in a recent stream (thanks, Wendy!), and before I forget, here’s how to do it.įirst we’ll import out model and enter Edit Mode. Assigning Polygroups in Zbrush Create 3D Ar The original Amai was a lot of fun to write, and it was a really nice change, too. One such option is by using an ID Map, essentially a flood-fill of random colours per material zone. I’ve been investigating Substance Painter and how to best select parts of a model.







Riptide pro polygroups to zbrush