ZGameTools Texturer Workflow with nanoMesh + array mesh

ZGameTools is at a early stage of the development, this breakdown is already old, but the technique is the most important, don’t take care about the texture it self, i haven’t took time to make
a texture that is artistically perfect
Note, that I can’t to focus on the development of the tools, and on the same time focus on the artistic aspect of the result, even if i would prefer to make impressive texture work :)
ZGameTools is now composed of 4 plugins that all can be use on same project, Core plugin is the tools that help to handle rendered maps and the image editor.

hello today i go in practice with my new toy ;)
so i had a test using combined technique to create brick wall like 30minutes of tweak and the making of 3 nanomeshes
The Ztool is only 66mb with the polypaint, the workflow is fully none destructive and you can edited at any time (nanomesh settings , tools layer, subtool stacking).
For this texturing attempts the structuring is progressive.
example :

 

Photoshop_2016-05-04_08-02-12

  1. must to define the right strategy on how the base plane3d mesh should be sectioned.

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  1. with zmodeler > insert nanomesh > you had the same nanobrush to all faces
    then come back to the plane3D and create some new polygroups to insert some variant mesh ( brush > create insert mesh > create nanobrush)

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  1. when done you can start to add more detail on the bricks using nanomesh edit, and then adjust nanomesh settings for each polygroup. “RandArray” and “ShowPlacement” must to be uncheck.

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  1. when happy with the brick mesh and nanomeshes setup you can add a new plane and paint with the Brush Wrap mode enable.

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  1. you can adjust the blending by using Offset on the Z axis result in Zbrush :

ZBrush64_2016-05-04_08-18-12

  1. everything remains editable :

ZBrush64_2016-05-04_08-18-12

  1. the texture tile anyway :
    Photoshop_2016-05-04_08-02-12
Posted in Game Development, Plugins, Research & Development, Software, Zbrush.

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