ZBrush produces both normal maps and displacement maps. The displacement maps I don't use much in maya shaders. I normally use just the normals for that, but the displacement maps create a good indication, in 2D, where things exist in 3D.
Displacement Map:
Normal Map:
Water colour texture:
I used the displacement and the UV outline to create a hand painted texture. I printed out the UV and traced them onto water colour paper and then started painting. It took me a day to complete this processes and was very enjoyable. I practised this technique at the BFX but there I didn't use displacement maps as reference and relied just on the UV mesh. This meant I made a simple base colour but not as detailed as the one I could crete this time by using a displacement map.
Mud box:
This is the model with the water colour texture imported in with out any editing. It worked really well. Most of the texture detail married up with the 3D geometry well and already provided a very delayed base for me to work upon further.
Mud box: Finished texture
This is the finished texture. I was able to make the character a lot pinker thought simple colour manipulation and using a variety of painting, burning and stencilling added more detail and finishing toughs to the texture. I was also able to paint in nails, wiriness and creases to the hands and feet which I couldn't do in water colour. Over all the mix of water colour and a final tidy in mud box have made a rich texture which I could't have done using just one or the other. I am really happy with this result and will defiantly use this technique again (but I must create better UVs in future).


















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