ZBrushCentral

Process

Ok, TOTAL NOOBE question, and it’s pretty general.

I want to create video game quality characters. High poly sculpt applied to a lower poly mesh. At this stage, I’m just trying to get a high res sculpt, but have hit a wall in my methodology.

Method 1…
I created a ZSphere character, turned it into an adaptive skin, then subdivided and kept working on it. Do I just keep subdividing and subdividing as needed to get more and more detail?

Method 2…
I created a ZSphere character, then exported it into Maya, ensured topology was good, then exported it into ZBrush. Turned it into a Dynamesh 512 resolution, but then what? Dynamesh again at a higher resolution and then keep sculpting? Troll_01.jpg shows the result.

I’m sure you have other methods. I’d love to hear them and any other tips you might have.

Thanks!

Attachments

Troll_01.jpg

Method 1:

  • continue to subdivide to get the details you need.
  • use ZRemesher to generate low-poly model
  • unwrap low-poly UVs
  • bake normal map for low-poly using high-poly model

Method 2:

  • don’t use Dynamesh to sculpt details. It is for making the base form. Use regular subdivision.
  • bake normal map for the low-poly model (from Maya) using the high-poly model