ZBrushCentral

Core Retopo

The past couple of years I have been working and trying to get equipment and programs. I have a student version of the full version of Zbrush, but that does me no good to do commercial work. That said, I ended up buying a core version of brush and tried to figure out how to put it to work for games.

I was excited and disappointed due to how much is cut, but I am not surprised because there is just so much you can do with the full release. Core you get no texture mapping, material editing, uv’s, and no paint exports. You really have to rely on using brush to sculpt and then export out an obj or picture file. The price is still worth it to be able to use brush and you can still use it for games.

The big downfall is not being able to use brush core for retopology. The full release gives you z remesher, z sphere retopology/ editing, and decimator. You do get a decimator plugin in core but I figured out a way around it using dynomesh. The following shot progression shows the decimation thru a process of lowering the dynomesh resolution. I stepped down the resolution(1028,512,256,128,64,32,16) and each time the resolution was lowered I ctrl+click and drag to re-dynomesh

You have to use external tools in order to create the maps but you still get to use the power of brush.

Do you need decals, logo, or textures. You can use the document exporter to produce hi quality pics for use as textures, sprite sheets,……

Obviously, you need more than 5, but this just to get the idea across. You have to edit the shots in photoshop or another external app but you get a lot of functionality with core, with out all the bells and whistles.

I’m sure people have figured this out by now, just a reminder of how great this program is at the Core.

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