Sometimes it helps a bit, other times not so much. …with lips however I found it to be hit-and-miss. In some cases grading takes you a long way… In fact this tutorial inspired me to make my own alphas.
#ZBRUSH TUTORIALS FOR SKIN ALPHAS HOW TO#
The guys from Flipped Normals have an excellent tutorial on how to do that. The next step is to try and “grade” your texture. This is will become important in a later step. Multires, 6~7 subdivs or so (Multires, not Subdivision!) The Modifier setup I use in blender looks like this: ? ? Not to worry, we’ll fix that pronto! When I am done projecting I apply the generated texture as displacement. Or if you’re old-school you could conform the photo reference to the UVs in photoshop/gimp. In zbrush you could use zapplink to do the same.Īlternatively you could use a stencil to project the details but I personally don’t like this workflow. If you’re not sure what I am talking about here is a video that explains it well: The workflow I use is Blender’s Quick Edit in an external app. I then project photo details on the lips. I’ve include some really good lips images from that site in the package above. Luckily I found an amazing free resource with a very permissive license. It’s always good to be on the safe side of the law tho. With all the editing we’ll do to the image I think almost any image would be OK to use. The easy thing to do is go to google image search and type in whatever you’re looking for. Speaking of reference images… WHERE DO YOU GET GOOD REFERENCES FROM? If you want to follow along here is a 3d model and reference images.ĭownload from Dropbox || Download from GDrive I’ll share this base model free in a second. I created a UV layout that emphasizes the lips area. But with lips I think it’s nice to see something that resembles the final result. When creating some types of alphas you could just use a plane mesh. Making skin detail alphas based on photos is challenging because of all the specularity, sss, shadows etc.