ZBrushCentral

any help for video game pipeline

Hi currently i was asked to do a model for a simple videogame, now they love to see some work rendered in mormaset toolbag, now my problem is, because i am a beginner in this thing. how can i bake the uv’s? what program do you use or can i do that within zbrush?

i need a ao pass, a normal pass, and color pass. what are the steps you guys can tell me.

after that i need to export the mesh to marmoset toolbag and render.

Right now when i open my obj in marmoset toolbag it comes in grey or black like this,

when i go to materials i select the psd texture file i created in zbrush, but then it becomes black. also bmp it stays grey whiteish. what is wrong or do i wrong

try to triangulate your mesh on export and see if that gets you where you need to be.

Marmoset automatically triangulates the mesh, if memory serves. I find its better to run the obj through another program, and then export it as an obj or fbx from there, however. I don’t think a zbrush obj contains the necessary information that marmoset uses (such as vertex/user normals).

so you reccommend that i use a different software before i export the mesh? to marmoset toolbag? is that why the mesh is or white or black? cause when i look on youtube i see that if you import a mesh it lets you see the 3d mesh but no colors, like this http://www.youtube.com/watch?v=WEGwDgPeHfU

i tried triangulate the mesh in zbrush on export options, but i still see the mesh in marmoset toolbag grey or black. can it be that i have to reinstall the software?

Have you tryed to flip normals?

so you reccommend that i use a different software before i export the mesh?

Possibly, depending on your version. Previously I’ve never had an obj come out of zbrush that marmoset likes. Running the obj directly through a program like Softimage or Photoshop would immediately result in a completely different (and better looking) marmoset result.

Edit: After updating today it actually seems to work ok for me now. Looking through their change log, version 109 might have fixed that particular issue (‘OBJs with missing normals will now have normals auto-generated’). Which version are you on?

So if i understand it right, you have to assign uv maps to the model?. What if i want it just grey looking. Not like it is now cause now it looks like greyflat so dont see any details just like the black. I tried flipping the normal map. Hmm i dont know what version im on i will look it up tomorrow. Ill let you know.

UVs are only needed if you wish to display a normal map, ambient map, and your polypaint/diffuse map. If you only want a simple shaded material, then UVs and baking shouldn’t be required.

If you need UVs and your model doesn’t have them then you can use UV master or the UV Map subpalette to create a temporary set of UVs - provided your mesh doesn’t contain too many vertices for zbrush to try and calculate. If this is the case, then you’ll either want to use zremesher on a clone or run it through decimation master first ( if this is just for previewing your sculpt). Baking can be handled through zbrush’s Texture Map and Normal Map subpalette, or through it’s Multi Map Exporter plugin (which will let you bake all 3 map types at once). Another alternative would be using Xnormal to bake the maps. Either path should have quite a few tutorials available. If this is just a preview and you use normal maps on temporary UVs, I’d recommend sticking with Object Space for the preview as there is no sense in jumping through the various hoops required for a proper seamless tangent space normal map until everything is finished. If everything is finished, then I’d recommend baking in xnormal

thnx for the help man, it worked, now i can test everything with the renders ayeah thnx

hey, i was playing with xnormals to bake the maps, but that wasnt working very wel for me, i need to figure out the software though. but i bake the maps in zbrush and ecported it.
then rendered in marmoset toolbag here’s the result.
game beast test.jpg
the polycounts i used in zbrush i dont know if its to high for in game, anyone can tell me that?
poly count.jpg