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How to Stylize and Model 'Toon Humans - Chapter 2: Posing and Texturing

By Jose Alves da Silva
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Date Added: 31st January 2013
Software used:
3ds Max, ZBrush

Let's convert this polypaint to a texture.

- In the Tool menu, under UVMap, increase the UV Map Size to 4096.
- In the Tool menu, under Texture Map, click on New from Polypaint. A texture will be generated.
- Press Clone Txtr. The texture will be sent to the Texture menu.
- In the Texture menu, press Export and save the image as "body_subdermal.PSD".

Polypaint 3

- Save the Tool as you might want get back to it later.

We will paint the outer skin on top of the subdermal polypaint we have made. This will make the skin look a lot more natural as the information below the skin will be seen (Fig.10).

1660_tid_Fig10_Polypaint3.jpg
Fig.10


- With the Standard brush in Spray mode and using Alpha 07 as before, choose a light salmon color.
- Lower the RGB Intensity to about 24, so that we will paint with a low opacity.
- Paint on top of the existing colors using little pressure and cover the previous paint unevenly so that you can still see the veins below.
- Change the brush Stroke back to Dots and disable the Alpha.
- Choose a white color and paint the nails leaving some of the color underneath to make it look more natural.

Convert this polypaint to a texture as before and save the image as "body_epidermal.PSD".

Exporting maps 1

We will now generate cavity and occlusion textures to help us in the creation of the final textures. I will exemplify the procedure for the upper body.

- In order for this to be clear go to the Polypaint menu in the Tool menu and disable the Colorize button. This will hide the Polypaint.
- Go to the Masking menu in the Tool menu and click on Mask by Cavity.
- Convert the masking to a texture by going to the Texture Map menu and clicking New from Masking (Fig.11).
- Press Clone Txtr and, as before, save this texture from the Texture menu with the name "body_cavity.PSD".

1660_tid_Fig11_Exportmaps1.jpg
Fig.11

For the occlusion texture:

- Go to the Masking menu in the Tool menu.
- Increase the AO ScanDist to 0.5
- Click on Mask Ambient Occlusion. If the procedure takes too long, you can lower the subdivisions of the geometry to make it faster, but the map will be less detailed (Fig.12).
- Convert the masking to a texture by going to the Texture Map menu and clicking New from Masking.
- Press Clone Txtr and, as before, save this texture from the Texture menu with the name "body_occlusion.PSD".

1660_tid_Fig12_Exportmaps1.jpg
Fig.12



 
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Readers Comments (Newest on Top)
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(ID: 253038, pid: 0) Jhon on Mon, 17 February 2014 5:54pm
I was very helped with many questions ... but now clarified
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(ID: 179846, pid: 0) Dni3d on Sun, 03 February 2013 7:02pm
Just Amazing and very Useful, greetings of Madeira (Portugal)
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