5.
When painting colors it is pressure sensitive so depending on how hard
you push with your Wacom it will get different shades of the color you
chose. Even with a mouse it will take two passes to get the color you
originally chose, figure 47.
6. To
export your colored texture go to Texture - > FlipV and Export the
file as a .bmp, .psd, or .tiff, figure 48. I would suggest saving it as
a big image, I usually do 4096 x 4096. It is huge but you will get
great detail with the texture or your normal map.


Figure 47
: When painting colors it is pressure sensitive so you can get varying
colors by how hard you push. With a mouse it will take two passes to
get the original color.
Figure 48 : To export the colored texture from ZBrush go to Texture - > FlipV and Export your image as a .bmp, .psd, or .tiff file.
Exporting the Normal Maps
Normal maps in ZBrush are easy to do.
-
First, make sure that you open up a model that has a memory of the
highest subdivision you will want, I recommend subd 6, and that your
whole model is showing. It doesn’t matter what subd you are in when
exporting your normal map.
- Once your model
is showing go to Tool - > NormalMap -> turn on Tangent, create an
image size, I will use 4096, and select Create NormalMap, figure 49.
Because the image is so large it will take about 5 minutes and your
character will then turn blue, figure 50.
-
Now go to Texture - > FlipV, and Export it as a .bmp, .psd, or
.tiff, figure 51. Your Normal Map is ready to be applied in another
package.


Figure 49: The NormalMap creation tool in ZBrush. Select Tangent, choose an image size and click Create NormalMap.
Figure 50 : Creating a Normal Map usually takes about five minutes. Once your character turns blue it has been created.
Figure 51 : Once your model is blue to go Texture - > FlipV and export your image as a .bmp, .psd, or .tiff file.