ZBrushCentral

game character workflow question

hi all^^

this is my nab question :D:

Can i create a base mesh in Zbruhs , directly sculpt the details (so the hig poly) and after done my hig-poly mesh go in max ,retopologize the mesh (create the loypoly mesh),create the UVs ,go back in Zbrush and generate my Normal from the old higpoly mesh?..if yes how can i do this? (i mean the genration of normal form the old mesh for the new low poly mesh)…

I hope that I have been clear XD

yes, you can do what you want.
you’ll have to project the LP mesh onto the HP mesh then generate a normal map for the object.

I find doing this in Zbrush is a pain though, I bake my meshes using xNormal because you don’t have to do a direct mesh projection, just a raycasted on.

this is great!..and so how can i project the high details onto the LP ?

another vote for xnormal.

i typically only use zbrush for sculpting and zspheres2. i find all of the other features seem half done and not really usable. sometimes i’ll use polypaint to do a quick base-texture that I can bake down to my lowpoly, but nothing final.

my modeling workflow for game characters goes like this:

  • basemesh in modo or zspheres2 (depends on the project and teh concept)
  • sculpt in zbrush
  • back and forth from zbrush to modo to do things like armor, rivets, stuff that’s not easy to do in zbrush
  • decimation master to modo
  • retopo in modo (or sometimes topogun. current employer doesn’t have topogun so i use modo)
  • unwrap in uvlayout
  • decimated mesh + low poly to xnormal, bake normals, base texture (from zbrush sometimes), and AO. generate cavity from normal map, then take the whole thing in photoshop for textures.

if you do some searching on projecting one mesh onto another you’ll find a ton of tutorials.

nickZ has a good one on vimeo that should get you what you need

Testure and I have the same workflow…except I use modo’s unwrapper with a couple of custom plugins to unwrap. Other than that…the exact same.