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Beginner question about 3D character pipeline for video games

Hello, so I am an aspiring character artist and while working for my first serious piece for my portafolio I have come with lots of questions about the pipeline I should follow, so sorry if this is somewhat of a long post.

1)What’s the process inside Zbrush? As I have come to understand first you have your model in Dynamesh with millions of polys, then you do the rethopology and then create subdivision levels for your low poly and high poly models. Is this the right procedure?

  1. How many polys should the low poly model have? As I understand this is gonna be the in-game model. Supposing it’s an Overwatch type character, meaning somewhat stylised not totally realistic, which is the poly count I should look for for low poly. Does anyone know what’s the standard poly count for games like Overwatch , Final Fantasy 7 or an MMO like Black Desert Online?

  2. I supposed the High Poly model is created to use it for normal baking , am I correct or is there another method for high quality detail on low poly model? How many polygons should the High poly model have ?

Sorry for the somewhat long post, I hope some one can clear my doubts. Generally I would search for this on YouTube but I haven’t found a video which explains the pipeline .

Thanks in advance.

I’m new to this too, so don’t rely solely on me. But my rough understanding is that low-poly certainly means a lot less than 100,000 polys, and maybe less than 10,000 or even 2000 polys. Certainly nowhere near the huge poly counts ZBrush can give you. I’m not doing this professionally yet; currently I just export to Daz Studio for my own hobbyist projects. But even in my process, I don’t want models with more than 20,000 polys if I can avoid it. Many of my simpler models just have 1000 polys or so.

As for the high-poly model, the only limit is your PC! I was just watching a Youtube video of a guy using 67 million polys to make skin textures! He was scratching in tiny divots into the geometry, then using Multimesh Exporter plugin to export the resulting geometry as a Normal Map.

I hope this helps a little. Maybe people with more expertise will weigh in.

Hello, so I am an aspiring character artist and while working for my first serious piece for my portafolio I have come with lots of questions about the pipeline I should follow, so sorry if this is somewhat of a long post.

1)What’s the process inside Zbrush? As I have come to understand first you have your model in Dynamesh with millions of polys, then you do the rethopology and then create subdivision levels for your low poly and high poly models. Is this the right procedure?

  1. How many polys should the low poly model have? As I understand this is gonna be the in-game model. Supposing it’s an Overwatch type character, meaning somewhat stylised not totally realistic, which is the poly count I should look for for low poly. Does anyone know what’s the standard poly count for games like Overwatch , Final Fantasy 7 or an MMO like Black Desert Online?https://showbox.tools/
  2. I supposed the High Poly model is created to use it for normal baking , am I correct or is there another method for high quality detail on low poly model? How many polygons should the High poly model have ?

Sorry for the somewhat long post, I hope some one can clear my doubts. Generally I would search for this on YouTube but I haven’t found a video which explains the pipeline .

Thanks in advance.

issue got solved