
Develop a base polypaint on a demon head by masking horns, laying down skin color with diffuse shading and creases, adding a five o'clock shadow, lip shading, and varied eyes.
Examine the horn head model for poly painting, noting the head and eyeballs and missing mouth. Use reference photos to guide horn shapes and skin-tone textures, including diffuse textures.
Learn to use matcaps with color fill, masking, and apply symmetry in ZBrush poly painting, while managing texture maps and UV layouts for accurate material previews.
Apply a skin texture with spotlight, adjust scale and opacity to view through, then use brush tools and color spray to create blotchy, irregular skin tones.
Apply subtle skin speckling and eye-area shading in ZBrush's PolyPainting, using masking by cavity, blur, and color shifts to create pores, subtle shadowing, and game-engine ready textures.
Apply a subtle five o'clock shadow using blue-gray tones and careful blending to create a natural, imperfect texture in ZBrush's PolyPainting.
Explore adding lips with spotlight in the ZBrush poly painting workflow, importing lip textures, adjusting opacity, blending, masking, sampling colors, and refining shading to integrate lips with skin.
Explore eye variations in ZBrush poly painting by masking eyes, testing color schemes ranging from red veins to dark pupils, and refining with symmetry and materials.
Continue the diffuse poly painting of the horn head, add veins and eye detail, apply foundation color with spotlight to the horns, then shade, highlight, and refine pores for believability.
Study reference eyes and replicate iris and cornea shading, veins, and color variations using ZBrush PolyPainting to create believable eye details.
Apply spotlight to the horns to establish a color base and introduce variation, using symmetry and adjustable opacity to refine texture, and save iterations to prevent loss.
Learn to add subtle color details to horns in ZBrush PolyPainting by building light highlights, etching details, and balancing highlights and lowlights with masking.
Apply wrinkle shadows in ZBrush's poly painting by using cavity masking, adjust diffuse shading, and add eye and horn wrinkle variations for a more believable texture.
Refine a five o'clock shadow on a 3D model using alpha pores, symmetry, and color variation in ZBrush's PolyPainting.
Explore ZBrush's poly painting to add skin aberrations and patterning, including moles, beauty spots, and liver spots, with alphas and masking. Create a refined diffuse map and texture variations.
Explore poly painting of skull anatomy, detailing muscles and fat deposits, applying color to differentiate regions, adding irregularities, and exporting maps for review in 3ds Max.
Learn to export and create texture maps in ZBrush's PolyPainting, including diffuse, displacement, normal, and subdermal/backscatter maps, while reviewing facial anatomy to guide realistic shading.
Create a backscatter base by painting bone and muscle colors on a new layer, building from the inside out with layers, symmetry, and color spray in ZBrush poly painting.
Explore building muscle striations in ZBrush poly painting by layering darker colors, sampling hues, and aligning with anatomy to define facial and neck musculature while preserving a base underlayer.
Explore adding deeper tissue colors in ZBrush's polypainting workflow by blending lighter reds, yellows, and browns with spray and alpha tools to create natural irregularities and believability in skin shading.
Learn to introduce variation and irregularities into backscatter for a subdermal map, adding yellowing and red accents, and export a dedicated backscatter texture for use in 3ds Max.
Apply diffuse, normal, and spec maps to a 3D character in ZBrush, painting a quick spec map, exploring subdermal layers, backscatter, pores, and veins for realistic shading.
In this series, we jump into creating textures in ZBrush using polypainting. We'll examine the mesh and review references for the model and then we'll do a small exploration into matcaps and colors. We'll then begin to layer in a foundational skin tone before using the spray brush with an alpha to help create the imperfections usually found in skin. We'll use cavity masking to help us creating some shadowing and then the spray brush again to help give our demon head a five o'clock shadow! We mock up some ideas for eye coloration before finally adding a base color to the horns to contrast with the skin of the demon!
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Stephen Wells is an expert 3D modeler for characters, props, vehicles, weapons and environments and have created both high and low polygon assets for game productions. He has over 20 years experience in creating a variety of game assets for several different genres (fantasy, sci-fi, combat, superheroes, horror, etc) using 3ds Max, Maya, Photoshop, ZBrush, Mudbox, Topogun, and xNormal. As an enthusiastic instructor, he loves creating video tutorials on a wide variety of subjects to help students better their skillsets.