In this video I show how to apply Texturing XYZ textures in Zbrush to create a realistic skin detail. I start by creating a plane and projecting it on the head in Zbrush using the Zwrap plugin. Next I import it in Mudbox and project the texturing XYZ textures from the morphed plane to a head model and do some additional painting with stencils and tileable textures that I create in Photoshop. I split the texture into red, green and blue channel for different detail types and go back to Zbrush to import the textures in layers. Storing a morph target beforehand allows me to clean up strange areas with the morph brush.
0:00 Creating planes for Zwrap
1:50 Projecting Planes with Zwrap
5:14 Projecting from Plane to head in Mudbox
11:33 Creating tileable textures in Photoshop
18:16 Fixing, splitting and exporting the texture in Photoshop
22:07 Importing displacement maps in Zbrush
1. Make sure the plane has the correct size ratio and the resolution is not too high,
so Zwrap does not take too long
2. If you take more time in Mudbox and use stencils and manual painting to get better transitions and full coverage you will have an easier time in Zbrush.
3. Store a morph target before applying the texturing xyz data in Zbrush, because you will most likely have problematic areas that need fixing. Using the morph brush makes it easy to push back unwanted results. Going back to lower subdivisions and morphing back to the original state will allow you to reduce inflation and once you go back to higher subdivision levels you retain your texturing xyz details.
I hope this tutorial was helpful. Do not hesitate to comment or shoot me a message on my artstation (artstation.com/lukaskut), if you have any questions or video suggestions.
Thanks for watching!