Since the train ride from the Ottawa trip, there is an image in my head that I am trying to transcribe visually. Here is a postcard of that image from my head.
A very quick render setup and rendered in under 2 hours.
Working in Progress
Very quick scene setup for the render above.
Background trees are created via the GrowFX Plugin.
All other vegetations are straight out from the Forest Pack.
Sky image found on Google Images
Material lighting test before exporting vehicle to a scene.
Vehicle look after shading under studio light setup, texture created in Zbrush, Photoshop.
- The modelling started with basic primitive geometries, and duplicating basic shapes where ever possible.
Low-poly model for later use in creating composition for scene
UV Unwrap for texturing and polypainting in Zbrush
- painting texture in Zbrush using polypaint, and the Lightbox feature
- The environment: Shaping the ground started with a quick sketch in Photoshop
sculpting and polypainting the base texture in ZBrush Spotlight
************ Hitting the brick wall ***********************************************************************************
I found out after I did the scupting and polypainting that the UV I previously unwrapped did not get transfer into ZBrush! Apparently, it's a known ZBrush4R4 bug and was discussed over at ZBrushCentral:
http://www.zbrushcentral.com/showthread.php?171227-Maya-GoZ-UV-issue
However, the script the forum member provided didn't work on my Mac and I don't know enough programming to fix it through the script, so I *solved* the problem with a workaround:
1. Export the unwrapped model as .obj
2. Import the .obj into ZBrush, now we have the UV info with the model
3. Subdivided that model to the same subdivision as the polypainted model
4. Go to the polypainted model, and APPEND the subdivided model with UV as a subtool
5. Deformation --> Unify for both subtool layers
6. Go the the subtool with the UV, move UP on top of the polypainted layer
7. Select the subtool with the UV, make sure RGB & subAdd are on, click Project All
8. Check the subtool with the UV, by turn off the visibility of the polypainted layer
9. Turn on the visibility of the polypainted layer again, and go back to the subtool with the UV
10. Use the ZProject Brush to fix the area that didn't get projected
11. Click Project All again
12. hide or delete the subtool without UV
I found out after I did the scupting and polypainting that the UV I previously unwrapped did not get transfer into ZBrush! Apparently, it's a known ZBrush4R4 bug and was discussed over at ZBrushCentral:
http://www.zbrushcentral.com/showthread.php?171227-Maya-GoZ-UV-issue
However, the script the forum member provided didn't work on my Mac and I don't know enough programming to fix it through the script, so I *solved* the problem with a workaround:
1. Export the unwrapped model as .obj
2. Import the .obj into ZBrush, now we have the UV info with the model
3. Subdivided that model to the same subdivision as the polypainted model
4. Go to the polypainted model, and APPEND the subdivided model with UV as a subtool
5. Deformation --> Unify for both subtool layers
6. Go the the subtool with the UV, move UP on top of the polypainted layer
7. Select the subtool with the UV, make sure RGB & subAdd are on, click Project All
8. Check the subtool with the UV, by turn off the visibility of the polypainted layer
9. Turn on the visibility of the polypainted layer again, and go back to the subtool with the UV
10. Use the ZProject Brush to fix the area that didn't get projected
11. Click Project All again
12. hide or delete the subtool without UV
************************************************************************************************************************
Now we have the sculpt and the polypaint on the UV model!
We can generate the texture maps and then GoZ back to Maya
Now we have the sculpt and the polypaint on the UV model!
We can generate the texture maps and then GoZ back to Maya
... to be continued ...