ZBrushCentral

Zbrush for game elements

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 :

  1. good uvs :
    cool new options, what other apps do i not need anymore

  2. textureMap :

  3. detailMap :
    lightMap
    good flow on alternate uvmap (uv2) needed

  4. Coffee

  5. normalMap :
    no zmapper on mac, what am i missing ?

  6. vertexColors :
    mmm. no good flow here yet?

  7. rendering :

  8. post production :

  9. Beer.

rom’s lightwave flow to unity (WIP):

  1. model in lightwave -> obj (no GOZ :frowning: )
    how simple is too simple ?
    how should i group for export ?
    i wish objs were … not objs

  2. sculpt in zbrush.
    wish i was better, mabey one day

  3. 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)

  4. uv , texture and normal maps
    when will you not use Zbrush generated uvs and why ?
    materials ?

  5. ao, spec, trans
    are there some cool interactive zbrush methods for this step ?

  6. Poly reduction.
    good uv reduction ?

  7. 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 ?

  1. you could make your base mesh in zbrush with zspheres or zskecth (then take into lightwave and refine the base mesh)
    2.sculpt in zbrush
    3.texure with polypaint or zapplink
    4.uv’s in zbrush with uvmaster, normal map in zbrush by going to the normal map section under tools, texture map under texture (i think) in tools
    5.ao under masking(under tools), dont know about spec or trans
    6.reduce polys with decimator(plug in) (zbrush)
    7.dont know about rigging

You can also flip your uvs in zb anyway. Not an issue.

yea, flipping is easy.
but not flipping is not so easy