Hey Guys =)
Sorry it's been SOOOO long since my last update =( Had a few teething issues with the pig sculpt. Spent a lot of time trying to get it right, the low poly had to artriculate properly for animation, and I had HUGE problems with texture seams, which I ended up painting them out on the Normal map and hiding them with fur, lull =) I don't think this was a particularly good sculpt but showing process if interested..
(Ctrl + click to view)
Wasn't looking forward to making the low poly, but I recently found
3D-Coat which saved my ass =) It has a feature called Auto-retopology! =) Spent a weekend figuring out how to draw autopology which was definitely worth it imho. =) 3DCoat creates nice smooth topology that follows your high poly. You basically import your decimated high poly mesh from Zbrush, and draw on your desired edge flow, and 3DCoat makes a nice low poly model for you. =)
(Ctrl + click to view)
My workflow for this project was -
o Blockout the basic shape in 3DS Max (
See here for detail on the Zbrush sculpt)
o Sculpt high poly in Zbrush
o Decimate high poly
o Auto-retopo decimated high poly in 3DCoat (low poly)
o Import low poly into 3DS Max
o Render to texture high poly onto low poly in 3DS Max (
Normal Map)
From there I create lighting and do diffuse texturing in 3DS Max and Photoshop =)
Here's a quick overview of the proj... =)
High Poly sculpt in Zbrush, fun part =)
Decimate the High Poly using Decimation Master in Zbrush
(used to make the Low Poly mesh)
Auto-retopo in 3DCoat =)
(makes the Low Poly mesh)
Unwrapping the Low Poly in 3DS Max
(ready for texturing, and rendering on the High Poly Normal map)
Render to Texture the High Poly onto the Low Poly model
(creates a Normal Map)
Normal Map projects the High Poly onto the Low Poly model
This is ready for Diffuse (colour) texturing now. As you can see there are artifacts (bits that didn't bake properly from the high poly). In this case I painted them out of the Normal map with Photoshop. I had to bake this map many times before getting it right, so don't worry if yours doesn't turn out perfect the first time. Patience and making sure you have a good low poly mesh that fits the high poly well. =)
Okay at this point, before I begin texturing, I like to setup a good lighting for my scene. I want a nice even light to fall across the model, so lights were placed all around the model. I try to alternate the colours of the lights and not make them too bright either. Cameras are also placed into the scene so I can have specific views. A stage is made and I place in a nice fading neutral background image to start off the texturing.

I basically texture by overlaying the Normal map onto the Diffuse map (exported from the Unwrap). I'll then paint colours and Multiply phototextures (
CG Textures) in Photoshop onto the Diffuse map. The separate elements - eyes, tusks, and the tail, were textured in the same way. Fur was then added with the Hair and Fur modifier, placed onto the low poly mesh. I then selected the polys to grow hair out of and then shaped it with the hair brush tools all in the modifier. One little bug I came across was that I had to set the Hair Rendering Method to "Geometry" mode before it would render properly. =)
I'm including this to show that you really have to push through some stages, even if they look like utter crap and you're really frustrated =( This was particularly true when making the low poly, fixing the UV unwrap seams, texturing which sometimes doesn't work out, and the fur not rendering properly or looking nice. Don't be afraid to jus redo stuff over again. Hope this helps =)
So now I'm going to move onto the next project which is a UDK enviro! =) Gonna be fun! =) See you Guys! =)