![]() In theory it allows you to paint directly on a shader displaying an active normal map and throws in layer control and a brush engine similar to Photoshop. Throw the super-cool 'cavity masking' in - which allows you to paint troughs and peaks of your mesh on command - and you have a fairly solid workflow.Ī lot of C4D users here! I'm surprised more people aren't pushing BodyPaint. You can also bake out cavity and normal maps that work with, not against, your diffuse color texture. You can paint your mesh at any time during the sculpting process (no UV's required at all) provided you've reached an acceptable resolution and bake the polypaint info to a UV layout at anytime. Sounds like a joke, but remember, meshes are often 12M polygons (24M triangles) or more. Zbrush polypainting allows you to paint the vertices of your mesh. I also use Xnormal to bake most of my Ambient Occlusion and Normal maps. Personally I use Zbrush polypainting in combination with Photoshop for most texturing. This is a different workflow from painting a diffuse/color texture from scratch. Zbrush, Mudbox and even 3D Coat to a certain extent allow you to paint directly on the high poly mesh which obviously contains much and more of the information your normal map will/does. you'll want an extremely good paint package to work with (ie. If you're going old-school and pre-lighting your textures with solid painterly goodness it doesn't matter - but. If we paint a texture without feedback as to how it compliments or competes with the normal texture we're often defeating the purpose of the normal map and 'undo-ing' some of it's magic. My requirements for 3D paint have always been to separate color information (diffuse color texture) from depth/lighting information (normal specular textures).
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