ZBrushCentral

Heavy Mech

I decided to purchase the Eat3D 1 year streaming subscription. Probably the only viable pricing point for me at the moment. However, I have a question that is somewhat related to this.

If I wanted to take this mech character and make a game model, how would I go about doing it with the different sub-tools? I would naturally first export out into GoZ and use the graphite tools to lay down the topology on top of all of the sub-tools. My question is, how would I go about bringing it back into ZBrush and replacing all of the old topology with the new topology and projecting the high-res detail.

The Project All button would work I guess, just not sure how it would work with multiple subtools. I also have tried it on other models I have done and have not liked the results, usually results in a lot of artifacting.

If Eat3D does a video tutorial on how to convert the Mech Character into a game model using the new GoZ features and all that, adopting a more ZBrush dominant workflow, I would definitely enjoy that. They do have that one with the demon looking character, but from what I understand, they use a game-topology ready base mesh, something I’m not doing since I’m starting out with ZSpheres.

Any help would be appreciated.

Why don’t you just bake the maps, retopo and rig it ?

Well, umm, I thought I had to first use UV Master with the retoped geometry. Can you send me a youtube video of what you’re talking about or at least explain it in a bit more detail. I’m kinda lost now.

Let me clarify so it’s easier to see what I’m doing wrong. My understanding was that I had to take the ZSphere topology once I have everything done and replace or edit it with GoZ. Once that is done, then I import back into ZBrush and use ProjectAll so my new topology has the high detail. Then I can use UV Master to create the texture and normal map to then export to Max so I can then use ActorX to export to UDK.

If I’m doing something wrong in my workflow, please let me know. I don’t know how to UV or anything like that with Max so if I want to use UV Master.

Joseph, since you have the one year streaming you should check out the high poly and low poly production videos. I think these will answer what you need and more. Not all scenarios are equal though so keep that in mind.

It’s a great DVD with a lot of information (i’m now on chapter 02) that comes clearly and professional.
My english is not the best, but i can follow your steps. Please use a less (hope thats correct) of shortcuts or communicate it, please.:sunglasses:

The chapter 01_01 up to 01_05 are very helpful for me.
Hope that comes a lot more tutorials.

Keep up the good work and teaching :smiley:

I haven’t purchased it yet, I only decided to. Sorry for not clarifying that up earlier :slight_smile:

But yeah, Im currently doing a female character and the zbrush portion is coming out swimmingly but I’m just a bit worried that with her clothing I might mess up the ProjectAll feature. I’ll keep searching youtube/ZBC for more info. Thanks.

how could i resist? I had to buy the DVD after seeing these images.

Heres hoping I can make something that good in 5 years!

Great Job

bought this recently, great stuff… however

link explains all

http://weblogs.asp.net/jeff/archive/2010/06/29/quot-i-m-gonna-go-ahead-and-quot.aspx

you do it all the way through, it’s infuriating and unnecessary

I was listening to one of the videos while browsing through the forum and he said it exactly as I read this post :lol:

Didn’t really even notice it until you said something. doesn’t bother me

I was wondering how you compare this extracting method to your remesh method in your hard surface book?

Hi,MikeJensen, I have watched your zb hardsurface sculpting video. That’s very useful. You did hard work!!

If you make it to a model can be animated, how you topo it or something else?

Thanks:D <SCRIPT type=text/javascript> vbmenu_register(“postmenu_788591”, true); </SCRIPT>

If you’re still interested mike was kind enough to share his Custom UI and hotkeys. Here’s the link.

http://www.filedropper.com/mike-jensen-zbrush-ui

Hey man, im in the middle of your tutorial and whenever i do a mesh extraction on a mesh extraction it extracts both sides and i end up with these weird double pain meshes or worse yet a mesh that wraps around inside of itself. i think its because the mask is going through to the other side but i dont see a way to avoid this.

if you have any suggestions id love to hear them.

Under the brush menu (top menu) can you try turning on backface masking? This might allow you to mask only a single side of a thin surface.

Swellguy, Go to your Brush>Auto Masking settings. Hold your Control key down to turn the setting for your masking brush on and click to enable “Backface Masking”. This will only allow masking on the normals that are facing your view.

EDIT:
Didn’t see your post when I refreshed pointpusher.

Yeah i tried that it dosnt seem to help. Any other suggestions would be very welcomed.

thanks again
Garret

You may have to give us more details in what exactly it is that you’re doing. Also you may be able to clean geometry up by hiding it (or assigning polygroups and then hiding) and Delete Hidden. Obviously that isn’t ideal but sometimes is just part of the process.

Edit:
If you have symmetry on and working parallel to that direction then this will definitely mess you up in situations.

I actually was reading that zbrush 4 is having problems with the automasking (backface included) features and an update will be released to fix it. Do you know anything about that?

G

I’m not sure about that, the feature works as it should on my machine. Not saying that odd problems don’t exist. Hopefully you can get that figured out soon, one way or the other.

Very inspirational and instructional. :smiley: love it and definitely want to get this DVD.:+1: