In this part (5) of the tutorial on creating a cartoon dog I used polypainting to colorize the character. I turned the Dynamesh from the last tutorial into a Polymesh 3D (Make Polymesh 3D button) and then I subdivided 2 times. The character now as 1 milion polygons, not much, but in my opinion it is enough for a cartoon model because we won’t add so many details to it.

I started by choosing a material (Skin Shade 4) and filled the model with it (Color menu, FillObject):

Fill Object with color

Fill Object with color

This gives me a base color for my character and I have a feeling and preview on how it will look like in the end. The next thing I did was selecting lighter and darker shades for painting. The parts which are deeper (cavities) I fill with the darker color, protruding parts I paint with a littler lighter shade of my base color:

ZBrush paint cavities

ZBrush paint cavities

Do not use too much MRGB for this task, I choose a value between 5 and 10:

ZBrush MRgb value

ZBrush MRgb value

As you may have noticed I removed our eyes we added a tutorial before. I wanted to make use of the eyes I created like the ones showed in the ZBrush eyes tutorial. I imported the eye that I stored as ZTool, appended it to the dog tool, scaled it and moved it to the right position.

You can see the process of polypainting the dog in this tutorial on youtube:

In the next tutorial of this Zbrush series I will do retopology for the model by using the tool topogun. For those who do not know what retopology is: The model at this point of the process has 1 million polygons which is too much for using it in games or even animating it with a tool like Blender. The retopology process is used to decrease the number of polygons but as I said, this subject will be covered in the next tutorial.

(Visited 2 times, 1 visits today)