ZBrushCentral

Hard Surface Zbrush Pipeline for Realtime?

Hi everyone,
I’ve been working on a few hard surface parts for a game using a Max > Zbrush pipeline.

At first I tried generating the low poly version in Max, and then doing the detailing in Zbrush, but I found that I had to break my mesh up into too many parts to get the fine detail required, and it took much too long to assemble. As such, I decided to generate both the high and low poly model in Max, and then generate a displacement map, which I would then take to Zbrush to use as an alpha which I could detail using the 2.5D tools. I have a decent amont of experience using a similar pipeline for organic parts, however the sculpting is done entirely within Zbrush, and so the displacement maps are generated within Zbrush as well.

I’ve a great deal of artifacting, as you can see from the screenshot, which I have now learned is due to the fact that Zbrush stores it’s displacement maps in RAM, a method which is entirely lossless as compared to the 16 bit grayscale I get from my Max bake.

I’m a bit at a loss here. On this part it’s not so much an issue, because the textures are going to be small enough to make the artifacting easily removed in post editing, but it kind of screws my pipeline. The only thing that I could think of would be if there was some way to create a projected displacement map with my two different versions, but I don’t know if Zbrush can do this currently.

I’d be really interested in hearing how Zbrush is used by other game artists for hard surface objects; there has to be a better way of going about this.

Thank you for your time.

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