In the image below you can see the ‘Albedo’ pass of my final version of polypaint (left) without any shading and on the right, the final render with the skin material using that polypainted textured.
To created this skin texture, I followed the same process I explained in the tutorial and I also used other albedo textures as a reference to get a better understanding of the different values and subtleties of the hues in the skin.
If you want to study the complexity of albedo maps or use them as a reference to create your own polypaint, I’ll suggest you check out some of the resources in the 3Dscanstore
Remeber that the variation in hues and values are somtimes very very subtle but if you use the colour picker in photoshop and click around the image, you’ll see a lot of tiny variations that are important to replicate in the texture.
As I mentioned in the video tutorial, creating an ‘interactive’ palette with the CamView is a really cool way to keep your palette always on the screen. You can use this technique to create any sort of palette, for instance. you can:
1. Take a 3D cube and convert it into a polymesh 3D so you can edit it
2. Subdivide it until you have enough resolution to paint it (it could be pretty heavy since at the end what ZBrush will use for the 3D cam view is just a series of screenshots, not a 3D model).
3. Use polypaint to add the colour to your palette (the cube) and you can even have variations of hues and tones for each face of the cube.
4. Make sure you set the background as a pure black colours so that ZBrush interprets it as transparent, and create the ‘CamView’ from the Preference Palette.