ZBrushCentral

Please help a noob out.

Okay, so I first want to start off by saying I am very new to the 3D design world. I’ve been a graphic designer for 7 years now, and recently started getting to into learning game design. So here is my problem. I made this rock, and it looks EXACTLY like what I wanted it to. I couldn’t be happier with the way it turned out, BUT…I haven’t the slightest clue how to export this in a way that can be used in Unity. I can get the like the polygon shape underneath in a .obj (though .fbx would be preferred), but I cannot get the normal map, and a UVmap/texture (though technically I suppose there isn’t a texture, just the material).

Here is what I did.

I created a ZSphere, and built it up into a shape, then polished it, and then I set the material to MetCap Gorilla, and added two different layers of noise to give it the textured look it has. That’s it. I can provide a screenshot, and the .zpr file if you like.
I am sorry if my answer is in a tutorial, but if it is I have not found it in two weeks of searching. Also if other programs are needed, no problem just point me in the right direction, though I’m not sure how I would go about getting it from ZBrush to the other program with the noise and material on it still, but again, that’s why I’ve come to you guys. Any help would be very appreciated. Thanks!

(on a side note, I will need to decimate this way down to make it usable for what I need in Unity)

Screenshot:
https://screencloud.net/v/1Mgp

Well, you’re going to need to do a few different things.

  1. Duplicate your mesh.
  2. Actually apply your noise (if you haven’t already)
  3. Decimate your mesh (Decimation Master), Retopo, or Zremesh your rock down to a polycount that you need.
  4. Unwrap your new mesh (UV Master).
  5. SubD up your mesh and use project all to bring back your details.
  6. Generate your maps (Multi Map Exporter)
  7. Export out your .obj file and textures (I think multipmap does this for you)
  8. Import obj and textures in Unity and apply them.

You’ll need to create a material inside of Unity that mimics what Zbrush is doing though.

You’ll also want to look into xNormal. Free baking software that, well, everyone I know uses.

Hi

You are going to need to generate some UV’s, although you are not using materials, ie color etc. you are going to need those UV’s for your normal map. This will hold the information for all those cracks etc.

So recommend learning how to do UV’s in Zbrush. IE UV Master Plugin. Plenty of information out there on how to do it. UVing in Zbrush is adequate for what you are trying to achieve. Although, you do have more control and accuracy in other packages, I think just starting off you need to take small steps and recommend staying in Zbrush until you have got the technique.

I’m presuming your model is quite high at present. This needs to be reduced considerably for a game engine. You could duplicate your subtool. Then with the duplication, decimate and zremesh to a lower polygon count and then project the detail from the higher subtool to the lower subtool. Again, lots of information out there. Youtube might be a good starter.

Once you’ve got your polygon count down and your UV’s created, you will then need to learn how to create your texture maps. ie normal, diffuse, AO etc. I recommend using Multi Map Exporter in the Plugins drop down. Learn how to create the maps by clicking on Tool>Texture Map/New Txtr.

So once you’ve got your polygon count down, your UV’s created, your texture maps exported, your model exported. It should be just a case of importing model into Unity, Assign a Material to your rock, and then assigning the textures in the Material.

If you want FBX, then yes you are going to need an external package. Blender might be a good option as you are just getting into this stuff, instead of having to fork out for a paying package.

Hope that helps on some pointers. To go through the whole process, step by step, would take ages - sorry. So I recommend on taking baby steps with the subjects:

  1. How to create UV’s in Zbrush
  2. How to create low poly from hi poly in Zbrush
  3. How to create normal map + texture maps in Zbrush
  4. How to export maps from Zbrush.

You might find some vids on youtube 'Zbrush to … (maya,max,modo,unity, unreal). You don’t want the GoZ videos at this time. Learn how to do it manually. The process is almost identical for all packages.

Wow! Thanks for the speedy, and very helpful replies! Yeah, I’ve been watching a ton of youtube videos, but it’s sometimes difficult to pick up on what they’re doing because most of them expect that you already know your way around in the software pretty well.

Now I suppose my only problem is when I apply the noise mask, it looks nothing at all like what it does now.

Not Applied:
https://screencloud.net/v/kaKr

Applied to mesh:
https://screencloud.net/v/5R9e

Masked by noise:
https://screencloud.net/v/PUQ

I’m getting the feeling that there isn’t a way to make a normal map using the noise tool in ZBrush…=/
This is the way I’ve seen many videos make rocks, but I don’t think they were trying to use them in a game engine, or something since they didn’t make a texture, normal map, or UV map for it when they were finnished, though Idk how they could use it as is…hmm…=/
Back to the tuts for more learning I suppose. One way or another I’ll make a make a rock worthy of being in a game, that is still within a usable poly count. I still have much to learn. Thanks again guys. I’m copy and pasting your posts to a notepad for reference. =)

Hi

I was a bit bored, so thought I would try and write the steps out for you. I know what it’s like to try and get the steps right. Hopefully this will help you that little bit more. I’m not saying it perfectly correct, but it works for me and I recommend to still learn the specific areas. Anyway here goes: (Oh and don’t forget to save regularly)

  1. Create basic form in Dynamesh at low res. I suppose you could do it at higher, but you will need to subdivide the mesh at some point, so you can create your normal map.

  2. Come out of Dynamesh and subdivide. I divided about 6 times giving approx 2.xx mill polys. I then continued shaping.

  3. Duplicate your subtool. In the second subtool move down to subdivision 1 and delete higher. Or move down to the lowest division where you think you have good form and delete higher/delete lower. We are basically going to create the UV’s from this single level subtool.

  4. Open UV Master. Press Unwrap. Press Flatten to check your UV’s. As you will see your UV’s have been created. Press Unflatten to return to the 3d view. I’m just doing this quickly so I’m not to bothered about accuracy of the UV’s. here.

  5. Press Copy UV’s

  6. Select your other subtool and Paste UV’s. I normally do this at Subdiv 1 for the multiple divided mesh. I’ve always done this as habit, but don’t think it’s necessary. You have now copied your UV’s from your un-subdivided subtool to the multiple subdivided subtool. Why? You are going to use this second subtool (multi subdivided) to create your normal map.

  7. Click Surface>Noise, add a bit of noise to the higher subdiv model. Once done Apply to Mesh

  8. If you are going to do some color, do it on this model at the highest subdiv. The resolution of the model dictates the quality of the paint/texture information.

  9. Now we will create the Normalmap. Go down to subdiv 1.

  10. Click Tool>Normal Map tab. If you can’t click Create NormalMap, then the UV information hasn’t copied over. If you can, then click Create NormalMap (leave buttons at default). You should see the small box populate by blue NormalMap.

  11. Click CloneNM. This will put the map into your current Texture box. Go to Texture dropdown. Click Flip V. Set your width and height. I did it at about 2048. Click Export and save your Normal Map. I did it as a png.

  12. Or you could use Multi Map Exporter.

  13. Open plugin Multi Map Exporter. Select Normal. Set your map size resolution. Obviously the higher the better, dependent on what you want to do with it. 2048 should be ok. But test. Leave FlipV highlighted. For some packages you need to Flip the map in the V. Unity being one.

  14. Click Create All Maps. As you’ve just go the Normal highlighted, it will just create the Normal. Obviously if you want paint on there and want it exported highlight Texture from Polypaint. You could also export the mesh from here. I believe it will take whatever subdivision you are on, so be on the lowest if taking into game engine. Or as low as you feel necessary.

  15. With everything exported. Launch Unity

  16. Create a new folder in your asset folder. Import new asset> your obj file from zbrush. Drag and drop into your scene

  17. Right click in asset folder create>material

  18. Drag and drop material onto your mesh in scene.

  19. Change shader (dropdown) to Bumped Diffuse in the Material (Inspector window)

  20. Import your paint/diffuse map you created in Zbrush. Import your blue normal map.

  21. Drag your normal map to normalmap box. Drag your diffuse map to base (RGB)

voila! It’s just a quick workflow which might hopefully point you in the right direction. It’s not the only way, but it’s the way I find easiest at he mo. But I recommend playing with resolutions/smooth options. Worlds your oyster really!

You could also dynamesh the hell out of it. Create the full object and then create a duplicate. Zremesh and project all.
Basically you need that single level for your UV’s at a low resolution and the multiple levels for your Normal Map.

Good Luck.

You sir, are awesome. Learning how to work with UVs has been quite an undertaking for me, as I have just very recently stepped into the 3D design world. I see these amazing works or art people are making with Z-Brush, and really makes me want to get better with this fine piece of software, but the interface is a little difficult to learn your way around (I’m getting there little by little though). I’ve seen many post giving order of operation, but this is by far the most detailed. I really appreciate it! =D
Getting started at something new is always the hardest part it seems, and this is VERY helpful. =)

No worries, you’re welcome. Let me know how you get on. I know you was doing the rock with surface noise. You might also want to consider using alphas. LOL another thing to learn! :lol: