I finished up the painting of the skin in Pixologic's ZBrush. It saved me a lot of time of guessing and checking UV coordinates in Photoshop...and the time was better spent making things look better opposed to simply lining things up. I looked at a lot of Gharial photographic reference to try to get the texture down. I was also able to use the same alphas I used when sculpting the displacement detail as brushes for painting. I really enjoyed taking the time to grunge things up, and make the guy look worn. I even went as far as adding dirt and mud on his legs and belly; stuff he probably would have picked up when transitioning from land to sea.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFlj8TXsSJDaJ6FH_c3sr_B2txSHodOCBnlQ6j3yoKzhmjqEzLBHnG2V_xBYg9zvdFCm0GfaU7E9nbzcsdiOjpay508N95c_ug9fz200yztAMT7JVerPeGmVwhhQBJKWAZjJbapx_GpRY/s200/Thoracosaurus_Belly_Zbrush_Paint.jpg)
ZBrush 3.5R3 has a much more streamlined pipeline than the last time I used ZBrush (which I think was version 2 over a year ago). I was able to export displacement and normal maps, as well as color texture maps, and bake out a cavity map to multiply on the diffuse image, all with very little effort. I'm still working on baking in the Ambient Occlusion to the texture. I still need to paint a texture for the eye, which I'm looking forward to. (Images are directly out of ZBrush.Click on Images for Full Detail).
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