I would like to deduce a percentage of production value ratio for Zbrush.
thoughts on Zbrush’s rank in game production would be most appreciated .
requirement :
-
good uvs :
cool new options, what other apps do i not need anymore -
textureMap :
-
detailMap :
lightMap
good flow on alternate uvmap (uv2) needed -
Coffee
-
normalMap :
no zmapper on mac, what am i missing ? -
vertexColors :
mmm. no good flow here yet? -
rendering :
-
post production :
-
Beer.
rom’s lightwave flow to unity (WIP):
-
model in lightwave -> obj (no GOZ
)
how simple is too simple ?
how should i group for export ?
i wish objs were … not objs -
sculpt in zbrush.
wish i was better, mabey one day -
paint textures in zbrush
projection brush and image plane rock
i heard about zaplink but i use mac
+ i use combustion(iknow) for all my bitmap work (no potoshop due to application cull)
with no zaplink
i think zbrush should handle this…
with more associated texture buffers (and material preview options) -
uv , texture and normal maps
when will you not use Zbrush generated uvs and why ?
materials ? -
ao, spec, trans
are there some cool interactive zbrush methods for this step ? -
Poly reduction.
good uv reduction ? -
back to lightwave if rigging -> fbx
is zphere rig to a workable rig formats obsurde ?
Also, which particular 3D app enjoys UV which a flipped on Y axis ?
or
Is there a good reason for Pixologic to swim upstream in this regard ?
i would like to end up only 3 or 4 programs if possible
and he/she/it who has the least clicks wins (a slice of bacon)
please fell free to reorganize this list
PS : what is the crossover point between game production tactics and rendered (TV/movie) requirements ?