ZBrushCentral

Saturday

Hey guys,
This is a ZBrush sculpt rendered in Unreal Engine.
This new workflow is really fast and non-destructive. I don’t need to retopo or bake textures.
Simply export a 2M decimated mesh from ZBrush, bake AO and curvature in Houdini as RGB vertex colors and import in Unreal with Nanite.
Substrate is really cool and easy to use. I’ve tried the new Displacement and Tesselation, but for this sculpt I didn’t need it.

It’s possible to skip Houdini and bake the different masks as vertex colors directly in ZBrush.
However it didn’t work correctly as RGB masks - there seems to be some channel interference similar to overlay.


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