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Making Of 'Zombie In The Closet'

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Date Added: 18th July 2011
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Cool texturing and awesome materials

My texturing process goes like this. First I fill the model with the basic color and then do a rough polypaint (all in ZBrush), not caring about the resolution or the details a lot and just finding the right color scheme for the creature.
From time to time I export the texture as a low res PSD file and render it in Max, then paint more to try and get the look I want - I find this approach gives me the best and most predictable results.

When I'm more or less happy with the result I export it as a 4k texture, open it in Photoshop and apply hue/saturation to correct the color, curves and to raise up the contrast. Then I apply this fixed texture to the model in ZBrush and start painting on it using projection master - now working on fine details. I often mask the model by cavity and brighten or darken the details I need. From time to time I also open the texture in Photoshop and add extra textures using different overlay modes. These layers are often only 10% visible but I find they add the needed vibrancy and variety. The standard color evolution looks something like this (Fig.06).

934_tid_figure_06_renders_colour.jpg
Fig. 06

When happy with the result I export the texture from ZBrush, open it in Photoshop and add some sharpen and just whatever I feel will make the texture look better. As you can see there's pretty much additional layers on top of exported from ZBrush diffuse texture (Fig.07). There's no recipe - it's unique every time. I usually add a cavity mask on top of the diffuse channel set it to multiply and make about 20-50% visible. I also like to lighten up some details with the layer set to soft light and add extra textures or just draw the details trying to avoid the seams.


934_tid_figure_07_Photoshop_painting_uv_map.jpg
Fig. 07

That's pretty much everything about texturing. In the case of Franky I wanted to color different parts of his body in completely different contrast colors, but soon found out it was a bad idea as the character looked very unnatural. There's still a color variation between the different parts but not as vivid as I intended from the beginning. I also created maps for reflection, sss, bump and normal bump (Fig.08).

934_tid_figure_08_character_filter_maps.jpg
Fig. 08



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Readers Comments (Newest on Top)
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Steve Wilson on Mon, 19 December 2011 2:34pm
Great little character. Thanks for the tutorial! :)
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