ZRemesher
Prior to texturing the monsters I decided to look deeper into retopology techniques as the meshes I imported into Maya from ZBrush ended up being heavily triangulated with the approach I've been using up till now. Retopology has been something I've never had to worry about up until this project and because of this mindset I imported triangulated meshes into my Maya scene without much thought of how it would affect texturing later on. Now that I have arrived at the texturing phase this mistake has made come back in the form of a roadblock.
Luckily enough, Zbrush has a tutorial library called ZClassrooms which are a detailed step-by-step reference guides. Finding a tutorial on ZRemesher, the answer to my problem, was exceptionally easy to find and I soon got a good grasp of ZBrush's amazing auto retopology function by referring to the following video and instruction link:
For all my monster and debris models I used the default ZRemesher settings with symmetry or Adapt functions turned on or off depending on the size and properties of the mesh. Larger, more complex models were retopologized down to 5k polygons and smaller ones were down to between 1k and 2k.
Example of ZRemesher's retopology:
Monster No.1
Maya (Photoshop Texture)
Maya (Substance Painter Texture)
Substance Painter
The tooth, eye and tongue colour maps were created in Photoshop.
Monster No.2
Maya (Photoshop Texture)
Maya (Substance Painter Texture)
Substance Painter
The tongue and tooth colour maps were created in Photoshop.
Monster No.3
Maya (Photoshop Texture)
Maya (Substance Painter Texture)
Substance Painter
The eye colour map was created in Photoshop.
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