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Next, I went back to ZBrush and started to work on the
pose of the model. I used the useful Transpose tool
which allows us to move, rotate and scale parts of the
model only by making a selection through masks. Although
there is a more advanced technique to create
skeletons and rigs using ZSpheres, this is a quick
way to try different positions and in this case was
appropriate to pose the Red Hulk model.
Texturing
The texturing process was straightforward, I just opened the
model in Max and assigned a Multi/SubObject material . Then
I assigned colors according to each part to differentiate them
on the map. Next, I used the Render To Texture feature to create
the base diffuse map.

The map generated was opened in Photoshop to paint the
details and to mix with other textures. Initially, I opened the
normal map and modified the levels, curves and saturation
and then it was blended in Soft Light mode.

Taking a copy of this map and then tweaking it again, helped
me to apply details, highlights and shadows to the texture,
then I touched up by using the Photoshop paint tools.

I added more detail to the map making use of some brushes
and mixing it with some other textures. I also worked with a
color palette with similar tones to the initial colors to create a
uniform graduation, especially for the skin tones.

To complete this process, I added some details of stains and
imperfections on the skin and finished working with the AO
(Ambient Occlusion) map. To get this map, I went to Max and
used the Render to Texture dialog again, but this time I used
the high-poly model for the projection. Finally it was applied
as a layer in Photoshop in Multiply mode.
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