Hello, I started to retpop my model, but I am confused to make retopo. If I retopo my model right now, all the pieces will merge and I won’t be able to add enough material. Should I really retopo in this case, and if so, how can I color it correctly?
Why do you think so ?? You can add individul materials for ever single face if you want to.
And usually such assets use justone material maybe distingushing for exampel the metal by a metal map controlling the metallnes of the material so the mettalic part does have more metallic features…
And the same goes for transparency, subsurface scatering, roughness, transmisson or even glow (the magic (?) crystal at the bottom… )
Thank you for your response.
Adding different materials to different surfaces on the same part can lead to some surface distortion. So I think if I do retopo I will do texture painting. But if I do texture painting, I can’t use the materials and that will make it longer. That’s why I wanted to complete the model with many different parts without retopo, but I don’t know if such a thing would be a successful model.
I was not suggesting to separate the geometry but only assign different materials… but still the using maps to control the materials is ver common.
You may do a little research about asset creation… for example have look at this example:
or maybe this:
Dude, thank you for your help. I looked at the examples you showed, and other examples on the site. I also want to color my model like this. Are these painted with texture painting in blender?
The poster wrote:
This is an asset I just finished up that was built in Modo for the base mesh, sculpted in Zbrush, retopo’d back in Modo, Substance Designer for the mats and then Marmoset for the render.
And as i heard in ZBrush you paint on the color and on other maps like height or normal at the same time.
So in blender you might want to paint a height map and converting this into a normal map. Also “in th eolder days” sometimes specular/metal/roghness maps where doen by converting to b/w and using some filters first and changing some areas by painting for better control or result.
By chance i came across this Damaged AX (tutorial process) on ArtStation by Amir Mansouri.
It’s not using blender but sometime this may be advantageous because someone concentrates on the proces…