Zbrush texture making:
make noise
Now that we have finished the shape and proportion of the character, it's time to add some details. Let's make some noise on the skin surface first, because it's a little too clean at the moment. You have to open the NoiseMaker interface-Tools > Surfaces > Noise >; NoisePlug-In, which will open a window where you can edit the noise settings. Any changes you make will be displayed in the NoiseMaker preview window in real time.
We just want to decompose the surface a little, so let's use Perlin noise, which has several adjustable parameters, but we will insist on changing the size and intensity of Alpha. You can apply a mask to protect areas where you don't want noise. To view the grid, just press OK. This surface noise is not applied to the mesh unless you need it, which allows you to delete or modify it as needed. When you are satisfied with the results, go to Surfaces >;; "Apply to the grid", which will transform the noise into the actual deformation on the model, just like carving with a brush yourself.
Remember that the final result when applied to the mesh will vary according to the density of the geometry and the intensity value of the noise setting. Higher values deform the mesh much less than lower settings.
Model before adding noise
Berlin noise setting
Noise makes the skin more believable.
Detail surface
No face is completely free from defects such as wrinkles and creases, so we can add some to our model with DamStandard, Standard and Inflate brushes. The expansion brush is a very useful tool, which allows you to close and expand the lines you created with DamStandard brush, thus creating a more realistic effect.
If you want to create some asymmetry without deleting the noise added in the previous step, the morphing target is a good tool. To access this tool, go to tools >. Deformation target > StoreMT in this way, you can use the deformation brush to erase everything added to the grid-it will only delete the actions you choose StoreMT to do. You can also delete deformation targets (DelMT) and save them as many times as needed.
To get small textures, such as pores, use the alpha applied by a standard brush and use the DragRect stroke-this will drag the alpha instance from the center. It allows you to have different proportions in different positions, which is an ideal choice for creating skin textures. The "deformation target" is very useful here because it allows you to clean areas that don't need pores or creases.
Add some minor flaws.
Deformation target setting
Add small textures in different proportions.
A disguise or mask of a perpetrator.
The first thing to do is to apply white: choose white > fill the object. Set the standard brush with ColorSpray, vein Alpha, and choose bright red; Spray the whole face with this device. Repeat this process with purple, but this time focus on the mouth and eyes; Finally, do dark green again. This provides your model with a true but variable skin primary color.
When you are satisfied with the change of color, you can start painting color on your skin. Set the standard brush exactly the same, but use the same pore Alpha instead of texture Alpha. Start with the base color, then repeat it twice, highlight it with a brighter tone, and finally shade it with a darker tone.
With the addition of highlights and shadows, you may need to add a little color to your character's face. Add a little red around your eyes, mouth and nose; The forehead is yellow and the lower part is blue-gray, indicating the shadow of five o'clock. You can also add some other flaws, such as flaws, moles or scars. I use the same process to draw hands. I only drew the body parts I knew I would show, which is why I only drew the head and hands.
Create different primary colors
Enhance skin tone
Draw hands in the same process.
Draw eyes
We will use different techniques to draw the eye-spotlight projection. The first step is to apply the primary color, color >;; Select Color > Fill Object. You need to create a mask to protect the area (pupil) that you don't want to draw. Holding down the Ctrl key and selecting a brush from the window will select the mask brush-select the circle, square and center from the options, which will create a perfect circle. Place the mask above the pupil, then hold down the Ctrl key and click the background to reverse it. To do this, you may need to make a gentle transition between iris and sclera, rather than a sharp transition. Hold down the Ctrl key and click the grid several times.
To use SpotlightProjection, you need to import an eye image, texture >; Import and select images. When the thumbnail is visible in the palette, select it, and then click Add to Spotlight. Your image should now appear on the canvas.
Now adjust the image to fit the area you want to draw; Enable RGB and draw on the image, and the color information will be transferred to the model. If ZAdd or ZSub is enabled, it can also transmit altitude information. Since your character has two eyes, which are usually symmetrical, you can simply enable symmetry, and you can draw two eyes at the same time. To add some realism, you can use a standard brush to add some red dots and textures, as we did in step 03.
Add primary colors to the eyes
Mask brush settings
Soften the transition between iris and sclera
Light box setting
Painting light and shadow
Add a little realism
Clothes details
To create the texture and details of clothing, you can use the standard brushes and techniques in step 02. As simple as possible, you don't need to make clothes too complicated. In order to make the seam form a groove, use an expansion brush to pass through the groove, which will provide a more realistic appearance. Keep wrinkles and creases simple, take your own clothes as a reference, and see where the materials gather and fold. Once you play this role, you can always go back and add more wrinkles.
Shirt details
Trouser details
Shoe details
texture mapping
In order to add texture to clothes, you need to create a UV to apply texture map. Find pictures of real fabrics that you like. It helps if you use an image without any seams, because you don't want random seams without seams.
To apply texture mapping first, you need to set the geometry to UV island-I will introduce it in detail in the third part. Now we will use the UVMaster plug-in. UVMaster and click WorkonClone, and ZBrush will copy the geometry for you to use. Using clone ZBrush will create UV for this geometry, go to Tools >; UV map > transform UV, which will open your selection to UV layout. Go to tools > texture mapping > click thumbnail-this will open a window allowing you to import the selected fabric image. After importing the image, click Texture Open in the same panel, and the texture will be automatically displayed on the model.
Create UV
Apply texture to UV
Surface > noise
For sweater vest, we need to simulate knitted wool, so you need to do UV for this dress first (see the previous step); Using ultraviolet light, you can now follow the same procedure as in step 0 1 to create facial pores. Find a seamless picture of knitting wool, and then go to Tools >; Surface > Noise > Edit, which will open the Edit Noise window. There is a thumbnail marked AlphaOn/Off in the lower left corner; If you click on it, you can import your photos. After importing photos, click the UV button, and then adjust the AlphaScale and Strength sliders until you get a beautiful texture appearance. You may not want the whole vest to be textured, so you can cover up the areas where you don't want wool texture. This is the end of the second part, and we will study texture and painting in more detail.
Apply photos as noise to add textures.
By masking certain areas, you can protect them from being textured.
Put them together.
Ok (o)/~ Little friends, about "Introduction to zbrush: How to make zbrush texture?" So much for the content of the feather rabbit. You should be able to learn some knowledge from the above content, right? If you think it's troublesome to learn to chew over words in graphic class, then video class is recommended, which is more professional and clear. Click on the link to start learning: