| MEET THE MODEL Some decisions 
            need to be taken at modelling time. You need to detail the model as 
            much as possible in EDIT mode before moving onto texturing. If you 
            look at the lips on the head below (1.1)
 
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          | you can see that 
            they are plain and relatively featureless. This is fine for the lips 
            as detail can be added using alpha brushes and adding specularity to 
            a cloned material. The eye sockets and under-eye area need more work 
            at modelling stage to ensure the level of detail is adequate to 
            achieve the desired result. 
 
 MATERIAL 
            NOTES
 
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          |  | Before beginning a big Zbrush project usually have an idea of 
            the type of materials that I am going to use. For skin/flesh/scales 
            I usually use one simple material but then make several copies of it 
            that I change just a little e.g. add more specularity. If materials 
            have the same basic properties with only minor changes, it prevents 
            the sharp lines from appearing where two dissimilar materials 
            meet.
 For the skin on this model I wanted to use a basic 
            material that used colour bump to add detail where ever I used a 
            lighter colour. The settings I used can be seen in IMAGE 3 (3.1). 
            This was the base material and from this I made 3 more copies, One 
            with more specularity (2.3), one with more colour bump (2.1) and one 
            with less noise radius and a positive colour bump 
            (2.4)
 
 
 
  IMAGE 2.
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          | TEXTUREMASTERING
 
 
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          | When you are 
            happy with the model you can launch Texturemaster. I find it easier 
            to flood fill the model with a dark colour first then add lighter 
            features as I go (1.2). This ensures that the deep recesses (ears, 
            eyes, nostrils, lip creases etc.) are completely covered with the 
            base colour. Have you tried colouring the inside of a nostril with 
            Texturemaster yet? If you don't have the right undercoat you have to 
            rotate your model 5 or 6 times to get it covered from every 
            angle. 
 
 |  IMAGE 3. Click for large version 
 NOTE: These TM tips are my 
            own findings. I strongly urge you to work through the show-me 
            tutorials built into TM over and over again until you are happy that 
            you know all that it is capable of.
 
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          | I use the same sort of sequence for texturing a head time and 
            time again. I usually start by `dropping` (TM DROP or Keyboard G) 
            the head face on then add some details with a similar colour to the 
            base colour but a lighter shade. I usually use a `dotty` alpha brush 
            or make a custom one to give a skin like effect. I then `pick` it up 
            (TM PICK or Keyboard G again) and roll it back 45 degrees and repeat 
            the above but use a dark tone of the same colour for under the lips 
            and eyebrows. Pick again and roll it forward and use a lighter tone 
            for the top of the nose, eyebrows and lips.  You can 
            see the texture map you have created at this stage by looking in 
            your TEXTURE panel. A texture map is being created all the 
            time you are using Texturemaster. Image 4 shows how this image map 
            progressed as I worked. (See 4.1,4.3) | 
        
          | IMAGE 
        4 | 
        
          | When I 
            have done the front I turn the head side on. I use 
            PREFERENCES>DOTS at this stage to make sure the head is 
            aligned symmetrically and then turn on the B+F button (Back and 
            front pickup) which allows me to effectively paint both sides of the 
            head at the same time. I don't use this button when texturing the 
            front as we don't want to be two-faced about things do we, although 
            eyes in the back of the head would be nice. TIP:Change the 
            alpha brush and colour frequently. This helps build up layers of 
            colour and texture. Use a variety of brushes from the palette and 
            get into the habit of grabbing your own from the canvas. Make a new 
            layer just for creating alphas if you need to and delete or hide it 
            as required. This 
            process needs to be repeated over and over until you are happy with 
            the result. Occasionally I `drop` the model at an odd angle to pick 
            up on a bit of detail but more often than not I stick to the back, 
            front, up down alignment.  If the 
            material you are using has similar settings to the ones listed here 
            (IMAGE 3.1), wherever you have added 
            lighter tones you will see raised or bumped areas. This is a classic 
            way of creating scaly skin or blemishes. As Texturemaster is 
            updating your model every time you do a `pick up` you can adjust 
            your texture as you go. If you start to add very fine line or 
            creases with a dark colour you may find that the indentation is too 
            severe (especially if the dark lines are drawn onto a lighter patch 
            of skin). To improve this go over the area with the blur brush or 
            even the smudge brush. The blur brush works much like the blur 
            feature in a more traditional package and evens out the pixels by 
            colour and help sooth the harshness.  | 
        
          | SNAPSHOTTING INTO 
            THE DOCUMENT WINDOW
 When 
            you have done enough work on the head-texture move onto setting the 
            head into an image. Using the Gyro, position and size a copy then 
            snapshot a copy into a new document window that you have preset to 
            the size you require (I used 2000x2000 for this project).I made 
            several different versions of the `Smokin Orc` Texture and for the 
            final image I settled on a more Greenish colour for the creature. I 
            chose to put the head on some padded shoulders with a creased scarf. 
            I used four layers as follows:
 Layer 1. The HeadLayer 2. The Padded 
            shoulders
 Layer 3. The eyes and the Cigar
 Layer 4. The 
            background and the Scarf.
 It is 
            always a trade off. Keeping the layers to a minimum keeps the speed 
            of the job high but not enough and it is sometimes hard to go back 
            and edit individual areas. | 
        
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          | POST WORK ALL IN 
            ZBRUSH
 
 Although a lot of work goes into the Texturemaster portion of 
            a project like this there is always a lot of scope to change the 
            image after setting the scene. Once the head was in place I set to 
            work with a number of alpha brushes and the materials that I had 
            created at the start of the project. I added more veins and pimples, 
            blemishes, boils, creases, wrinkles etc.  I 
            created the cigar from a tube and textured it after I had snapshot 
            it in place.To complete the image I added a red SUN light coming 
            form the right of the scene and rendered it with shadows on. I then 
            exported the 2kx2k image as a PSD. I opened a new document set to 
            the correct dimensions and re-imported the image back in. To 
            complete the project I used a number of the 3D brushes including 
            glow, blur, smudge, shading enhancer. I drew the smoke using a 
            couple of alpha brush and a near transparent white.
 
 
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