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Death Darksiders. ALSO i got a question plz reply

First i’m creating a character for a game, So the character has many diferent subtools, each subtool has its own polypaint and detail, so i finished my character with polypaint and sculpting details, Now how can i project all the polypaint to the low version, note the low version is one object and i need
to project the detail and polypaint from each subtool into the final retopologized model, One guy told me the only way for that is to use Zbrush and topogun, I’m trying to find an answer to this question long time now, If could some1 explane me carefuly or give me a tutorial i would be realy thankfull, i also noticed that the game characters when they have armor parts on them they cast a painted shadow on the body.

Attachments

deatthmask2.jpg

Use the free standalone tool called xNormal http://www.xnormal.net/1.aspx and then view this tutorial http://eat3d.com/free_zbrush_xnormal_pipe

Good luck

~t

mate i know how to generate maps >_> the points is lets say u got a character with armor and stuff, and u want to generate his each subtool detail and paint into one final object how do u get all these seperate into ONE retopologized model, how each polypainted tool will fit into the right position onto the ONE OBJECT modeL?. you cant just paste the old UV of each subtool onto the Final retopologized model.

I don’t know if I get it straight or not, but you can simply export all your low rez obj then group them with maya/3ds w/e; or, you can try to duplicate your tool, decimate all subtool, merge them down, and then project the higher details if needed.

Are you always this rude when asking for help? Your question makes it sound like you don’t know how to accomplish what I suggested. Luckily I’m in a good mood and I’ll continue to help. You have a few options.

Option 1. Export each subtool and bake each object in a separate pass onto your low res Uv’ed mesh and then assemble the maps in Photoshop
Option 2. Decimate all the subtools in Zbrush to manageable polycounts and merge them together into one subtool, export that mesh out and bake from there
Option 3. Follow Option 2 but group them in logicial chunks. For example; Armor, body, Clothes e.t.c, e.t.c to make the process more manageable if you’re dealing with many subtools

There’s no need to transfer UV’s or what have you from the high poly since you’re just basically projecting the detail unto your low poly model.

I hope you understand the above as I won’t be answering this thread any further.

Cheers

I think you missed your quote :slight_smile: