ZBrushCentral

Preparing models for animation

Hey, I’m trying to create some game assets, for example a pistol and I can’t find any information pertaining to how it should be before putting it into Maya for animation. I suspect the model should be an .fbx file, but I also have no clue if the moving parts should be separate .obj or .fbx files or polygroups. I need some help about how to get the model animation-ready. BTW, the model will be used in Unity.

If you sculpted the gun it probably has a lot of faces, a gun depending on how detailed you want it shouldn’t be more than a couple of thousands faces or less. So you have to z remesh it or take it into an external program to retopo it. When you’ve done that you could export it into some other program and animate it or if your sculpted model has more detail that you’d like the lower polygon version to have you can bake a normal map from it.

Here is a tutorial on how to bake normal maps.
https://www.youtube.com/watch?v=xaGMq1YJwio

Also I think you want the gun to be one model and not many models, you should still be able to animate any part of it just fine.

Thanks for the help! Yea, I can make game models pretty easily now with low poly and all the maps that go with it. I was hoping to sell assets on the Unity Asset Store, but I want to make sure they are ready for an animator to work with and didn’t know if people could animate the various parts if they are polygrouped. Most of the props in the asset store are already rigged, but I’m not going that far, just wanna make sure they are ready to be rigged and animated. Thanks for your help, that should clear things up for me :slight_smile: