High Poly : from ZBRUSH’s Polypaint to 3D-COAT’s Vertex Paint.

High Poly : from ZBRUSH’s Polypaint to 3D-COAT’s Vertex Paint.

hi I’ve been working on this mesh for a
while, and now I’m trying to polypaint it using ZBrush’s vertex painting tools. You have to do everything by hand but
Polypaint is excellent. You can use the mask…hm, some masking options like the mask by smoothness. This way you can isolate edges and paint them a bit
brighter or you can use the mask by cavity in order to paint in areas that
need to be a bit darker. So you can do a lot of things with the Polypaint and
the masking tools. But still, it’s not as amazing as the tools from 3d-coat,
the painting tools. Usually everybody, and me also, is using 3d coat only for
retopologized meshes. So right now I’m exporting an FBX of my high poly and my
idea this morning was :”how to paint, but vertex paint in 3D-Coat”. And it’s
possible I just never thought about it. So: I import my FBX from ZBrush. It’s a 10M millions polygons or 10 million quads, something like this, mesh. 3D-Coat manages high poly very well now you
can access all the tools, all the alphas, all the great ways of painting in 3D-Coat, but not painting on UVs (pixels), but painting on vertices. so I’m renaming the
Polypaint layer and I remove all this. I don’t know why 3D-Coat tends to
create all these empty layers keep “Layer 0”, it’s the mesh. You don’t
want to mess this one up. All right, so now I create a new layer and
I’m gonna fill it with a basic blue color or something like this. It’s just so that… it’s easier to see what I’m gonna do next. So let’s use some of the
algorithms from 3D-Coat to calculate right now the curvature. So I
put 2048 for the definition: it’s better and let’s calculate. It will take some
time as the mesh is heavy. When your curvature is calculated
let’s display it and usually I choose modulate 2x as a blending, but you can
try the other ones. The great thing about the curvature : it’s gonna add this nice
bright areas of the edges and darker areas on the cavities. So what could have been done manually in ZBrush, you see it’s done automatically here and it looks
really, really much better than something done by hand. Let’s create another one
now, the occlusion.The same : it takes time. So occlusion adds great darker areas
everywhere where the light is not supposed to go as you can see. So to
paint your shadows now, all the objects will be already painted with shadows. It
looks nice already compared to what we had just before. Hm… I’m displaying the
Polypaint to see how all this mixes together and now let’s add another one
is just to show you all the things we can add that Polypaint just doesn’t enable us to do. In 3D-Coat’s Render Room, we can add lights we can color the lights. It’s very limited what you can do but still it’s great. You can define the
height of each light, its a position around the mesh and so on. So now I’m
creating another layer again, it’s the Lights’ baking tool. I choose
the light from the render room and 3D- Coat now is creating a third
layer. So this one is the light. I don’t know why default blending is set to Multiply, which
looks like shit. I tried a few of the blendings. I’m not sure which one is the
best but Divide seems to give a pretty good result. It’s not exactly what I want
but it’s okay for the tutorial. So let’s put here 70% opacity. It seems to be fair
enough. So now we have three automated layers that make the mesh look better, I
think, already. But of course you can still create
1 or hum… 50 other layers and spend two days painting your stuff using all
the great tools from 3D-Coat. Now I’m just adding one more layer to show you
everything. So hm… yeah : don’t use glossiness just use the color because of course
glossiness and bump hm… normal bump : you won’t see that in ZBrush. So just paint
with the plain colors. Okay, so I put three dots of color like this. Just to
show you that all this will be “exported as Polypaint”. So to export, go back in
the Sculpt Room. Export / export scene. And you export an FBX again. Don’t use OBJ, you will have troubles with OBJ, use FBX and save this file.
Once it’s saved… ZBrush… sorry 3D-Coat wants to do some kind of “ZRemeshing” let’s say, a retopology of the mesh. Don’t do it : press Cancel. So now you go back in ZBrush, you import the FBX you just did. And now you have the
old mesh if you remember what it looked like, all done by hand. And this one is
the one that went through 3D-Coat. So you’ve got shadows calculated in the
Polypaint. You’ve got this hm… this weird light that I put a bit under the mesh. And all
this is Polypaint. it’s Polypaint information coming from 3D-Coat. I
was so happy when I did that this morning. So yeah, hm… as you can
see now you’ve got the Polypaint so you can keep on painting on this stuff.
All right so I think it’s a very good way to, let’s say, Polypaint a mesh that’s been… that’s finished… when the sculpt is finished before you you do the Retopology and the Baking. Yeah hum… I think I’m gonna use this a lot for my
next objects. So I hope you learned something.
Cheers !

6 Replies to “High Poly : from ZBRUSH’s Polypaint to 3D-COAT’s Vertex Paint.”

  1. Is there a particular way u export the zbrush hirez tool? I've exported it as .fbx, but then it doesn't show up in 3d coat. This is my dynameshed, hirez object.

  2. Dude I just found your channel. You are amazing! Great tutorial, straight to the point. A fucking arrow. I love it. Keep doing these! Very helpful and easy to follow. Cheers

  3. i just love this part 3:53 . the way he said which looks like shit is funny xD. but ty for the tutorial πŸ™‚ very helpful !

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