In Photoshop I extracted a few areas from the Female Face 20 FullFace #07 maps and created some black and white alphas from them. When painting the skin I like to use some custom scatter brushes with various alphas. After I’ve painting the base skin tones, I then start adding details like skin blemishes. Substance Painter has a powerful procedural system that can help to speed up the painting process by layering a few procedural textures on top on one another. I like to work with fill layers and paint in the layer mask because it allows me to easily adjust the color as I go. After importing that base projection into Painter I was ready to start painting. NOTE: Keep in mind that when you do this ZBrush automatically replaces the shortcut of another brush if you select a shortcut that is already assigned. I decided that I wanted to do the majority of skin painting in Substance Painter, but first I did a quick projection pass in Mari using the Female Face 20 FullFace #07 maps to get a base to work with. At this point you can hold CTRL+ALT to change the shortcut to whatever you want by just clicking on the brush and then click your new shortcut. To finalise the model, I created another layer to sculpt in some more details and clean up any areas of the projection that needed it. There were some areas of the skin, where the bumps were a little more intense than I wanted, so I used the morph brush to soften some of the more severe bumps. Having each of the displacement maps applied on different layers allowed me to then adjust the intensity of each of the layers to control how they looked together. To apply the displacement maps, I loaded the maps into the Displacement Map input slot and adjusted the Intensity until I found the result I wanted and hit Apply DispMap.
I created a layer for the each of the maps and stored a morph target, before applying the displacement maps. Make sure to flip the exported maps vertically before applying them in Zbrush. This allows for more control over the details in Zbrush. I used the Copy Channel Adjustment Layer to export out each channel individually. I started projecting the displacement textures. Is its possible to replace what he does in MARI with Substance Painter?īecause he uses MARI>Zbrush>Substance Painter
#Zbrush skin texture copy object software#
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#Zbrush skin texture copy object free#
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