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	<title>Comments on: ZAppLink: Game Texturing Workflow</title>
	<link>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/</link>
	<description>Sculpt. Paint. Create with ZBrush</description>
	<pubDate>Wed, 20 Aug 2008 08:58:39 +0000</pubDate>
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		<title>By: Jaycephus</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-887</link>
		<dc:creator>Jaycephus</dc:creator>
		<pubDate>Wed, 16 Apr 2008 16:09:28 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-887</guid>
		<description>This initial highres polypaint can be tranferred to the same character that has subsequently (or in parallel) been UV mapped at the lowest subdivision in something like Maya.  Once the UV mapping has been brought into the ZTool, a psd can be exported or zapplinked to PS and you can layer to your heart's content.
http://www.jcappelletti.com/z3tut02/</description>
		<content:encoded><![CDATA[<p>This initial highres polypaint can be tranferred to the same character that has subsequently (or in parallel) been UV mapped at the lowest subdivision in something like Maya.  Once the UV mapping has been brought into the ZTool, a psd can be exported or zapplinked to PS and you can layer to your heart&#8217;s content.<br />
<a href="http://www.jcappelletti.com/z3tut02/" rel="nofollow">http://www.jcappelletti.com/z3tut02/</a></p>
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		<title>By: Castor</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-247</link>
		<dc:creator>Castor</dc:creator>
		<pubDate>Mon, 21 Jan 2008 15:27:33 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-247</guid>
		<description>I think Anon is right. 
Your technique is really good but its not the best one for games worflow specifically.
UV mapping plays a big part as well as editable layers.When I saw the tutorial link I would expect a quick show of the unwrap, all the steps you did and then a overview of how the map will show on the model and the pros and cons. 
Those final tweaks you did would make more sense  in Photoshop with the unwrapped texture.

Also there didnt seem to be much control in terms of shadows and specular in the orginal source fotos. Shouldnt the texture work have been done with lighting at 100% (in zbrush) so you could see the texture,how it was affecting the model and the areas that needed tweaking?

Anyway, great blog and great work! Keep it up.</description>
		<content:encoded><![CDATA[<p>I think Anon is right.<br />
Your technique is really good but its not the best one for games worflow specifically.<br />
UV mapping plays a big part as well as editable layers.When I saw the tutorial link I would expect a quick show of the unwrap, all the steps you did and then a overview of how the map will show on the model and the pros and cons.<br />
Those final tweaks you did would make more sense  in Photoshop with the unwrapped texture.</p>
<p>Also there didnt seem to be much control in terms of shadows and specular in the orginal source fotos. Shouldnt the texture work have been done with lighting at 100% (in zbrush) so you could see the texture,how it was affecting the model and the areas that needed tweaking?</p>
<p>Anyway, great blog and great work! Keep it up.</p>
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		<title>By: Ryan Kingslien</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-235</link>
		<dc:creator>Ryan Kingslien</dc:creator>
		<pubDate>Sun, 20 Jan 2008 01:22:56 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-235</guid>
		<description>Anon, I have to respectfully disagree as I know many production artists in film and game studios all over the globe who use it and rely on it for their texturing needs.

Best,

Ryan</description>
		<content:encoded><![CDATA[<p>Anon, I have to respectfully disagree as I know many production artists in film and game studios all over the globe who use it and rely on it for their texturing needs.</p>
<p>Best,</p>
<p>Ryan</p>
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		<title>By: Anon</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-233</link>
		<dc:creator>Anon</dc:creator>
		<pubDate>Sat, 19 Jan 2008 22:24:40 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-233</guid>
		<description>While I admit ZApplink is a very cool addition to ZBrush, until texture layers are supported this can't really be used in a production environment. If an art director wants a layer changed, it simply doesn't make sense to have this as one flat texture to attempt to edit afterwards.</description>
		<content:encoded><![CDATA[<p>While I admit ZApplink is a very cool addition to ZBrush, until texture layers are supported this can&#8217;t really be used in a production environment. If an art director wants a layer changed, it simply doesn&#8217;t make sense to have this as one flat texture to attempt to edit afterwards.</p>
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		<title>By: Ryan Kingslien</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-177</link>
		<dc:creator>Ryan Kingslien</dc:creator>
		<pubDate>Mon, 07 Jan 2008 21:56:50 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-177</guid>
		<description>Revanto, I do go into MatCap Skin05 after picking it up from ZAppLink.  However, I understand your point.  :)

Orija, at this point I am using PolyPainting.  There is no texture map with PolyPainting.  You paint directly on the surface of your model and you don't need uvs.  :)

Ryan</description>
		<content:encoded><![CDATA[<p>Revanto, I do go into MatCap Skin05 after picking it up from ZAppLink.  However, I understand your point.  <img src='http://www.pixologic.com/blogs/ryan/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Orija, at this point I am using PolyPainting.  There is no texture map with PolyPainting.  You paint directly on the surface of your model and you don&#8217;t need uvs.  <img src='http://www.pixologic.com/blogs/ryan/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Ryan</p>
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		<title>By: Revanto</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-162</link>
		<dc:creator>Revanto</dc:creator>
		<pubDate>Thu, 03 Jan 2008 09:33:32 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-162</guid>
		<description>Seems like a decent tutorial but, Ryan, why did you pick the red wax texture for your model when Zapplinking? It was difficult to see what you were doing. It would have been better with the basic shader.</description>
		<content:encoded><![CDATA[<p>Seems like a decent tutorial but, Ryan, why did you pick the red wax texture for your model when Zapplinking? It was difficult to see what you were doing. It would have been better with the basic shader.</p>
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		<title>By: Santis</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-161</link>
		<dc:creator>Santis</dc:creator>
		<pubDate>Thu, 03 Jan 2008 00:12:36 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-161</guid>
		<description>Thanks, great tutorial, just rigth in time :D</description>
		<content:encoded><![CDATA[<p>Thanks, great tutorial, just rigth in time <img src='http://www.pixologic.com/blogs/ryan/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /></p>
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		<title>By: orija</title>
		<link>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-160</link>
		<dc:creator>orija</dc:creator>
		<pubDate>Wed, 02 Jan 2008 23:59:32 +0000</pubDate>
		<guid>http://www.pixologic.com/blogs/ryan/2008/01/02/zapplink-game-texturing-workflow/#comment-160</guid>
		<description>yes, so what does the texture itself look like when you are done? did you uv map it in another application first?</description>
		<content:encoded><![CDATA[<p>yes, so what does the texture itself look like when you are done? did you uv map it in another application first?</p>
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