ZBrushCentral

Free Enhanced NormalRGBMat

Hello,
I take the time to share some enhancement done on the normal RGB material

On Top my version, on bottom the default Zbrush material all is rendered in marmotSet toolbag 2.

Download it for free on Gumroad if you like.
https://gumroad.com/l/rzYM#

Enjoy, there is more to come :slight_smile:

Nicolas Kirsch
HomePage | Project director for Jurassic Life Tools | MESA 2.0
Support me on Patreon | Follow me on Twitter @facelessmindz

Attachments

ZB_red_compare.jpg

red_normalrgbmat-logo.jpg

I made another render into Unreal Engine 4

here is another test in marmot, the light comes straight from the center.
red_normalrgbmat-spheres-marmot.jpg

Some Brushes tests
red_normalrgbmat-brushes-marmot.jpg

And there is more to come :
quicksketchmaster-v0.6.jpg

Nicolas Kirsch
HomePage | Project director for Jurassic Life | Tools MESA 2.0
Support me on Patreon | Follow me on Twitter @facelessmindz

Explanations about QuickSketch master Plugin :

The plugin was intended to just increase the possibilities with quicksketch, but finally it a perfect bridge with any PSD Editors like Photoshop or krita.

Click on BPR 2 QSketch :
Render the canvas and recreate a complete quicksketch mesh that has the size of the canvas, and onto the one I reapply the render as texture and then converted into polypaint data.
Mean you can instantly paint on a flat mesh tweak it with the zb toolsets.

Click on quickSketch :
will do exactly what quickSketch does already

CLick on Texture To QS :
Will create a quicksketch that has the size of the current texture ( texture panel)
and will apply the texture as polypaint data, again you can instantly paint onto the flat mesh.

Note : to be reloaded the render are saved on the disk into the plugin data,

Click on ZB >> PS :
it opens the PSD files into the default PSD editor.

So you do some edits in your favorite PSD editor ( ps, Krita)
then save. go back to ZB and…

Click on PS >> ZB
it reloads the psd and then reapply the texture as polypaint data.

Click on Render :
Render button simply Render accordingly to the current Render option selected ( shaded, depth, mask and AO )
and save the render. it doesn’t create a new QS flat plane mesh.

Using quicksketch master is not that bad to make Tiled texture using Zb toolset.
That’s is the reason why i had worked onto the normalRGB mat to get an accurate result than with the default shader, i try some more materials, but i never been convicted.
Doing some renders test into various engines like marmotset or UE4, and finally i thought it was good to share it, but i investigate on some concept to improve the texture creation using Zbrush.


What’ s next :

i am coding slowly but surely for something that check per subtool ( selected, visible)
to export normal map, displacement map, polypaint.

from the displacement map i can apply some materials, to grab various type of texture .

matcap specular, cavity map, and probably more.

Nicolas

hey guy, the free enhanced normal map Shader is a part of the toolset I develop, ZGametools.
more information can be found here :
http://www.zbrushcentral.com/showthread.php?202288-ZGameTools-Tileable-Texture-Models-Baking-Illustration-amp-Apps-Connectivity

I am looking for Beta Testers.