ZBrushCentral

Help taking sculpt to game ready model

Hey guys,
I’ve taken a bunch of tutorials and am trying hard to learn the ins and outs of this stuff. I’m having a real pain of a time finding a decent guide on this though. I subscribe to digital tutors but they want me to export to maya or 3DS and basically manually retopo everything. I really don’t want to do that.

I have this sculpt, it’s as high of a detail as I’m going to get/do right now. I want to export this and see how it looks in Unreal Engine.

As you can see from the screenshot, the highest subD has some weird poly stretching and bad topology. z-remesher doesn’t keep any real detail. The crease-curve brush just crashes zbrush if I try it out for too long. I then tried UV Master, which just gives an “an error has occured[sic]” ! but not telling me why. So **** it, I decimate master this thing, and then UV master, and that seems to work. I then created a displacement map but the intensity was too high and I couldn’t undo anything so I got fed up, as always, and closed zbrush and had a cigarette.

I’ve googled guides for taking a high res sculpt to a game ready model, but I can’t find anything decent about this at all. I know I’m just missing something, but it’s hard to google something that you don’t know about. I was really hoping someone could help point me in the right direction!

Too bad one of my first real posts was this and not some awesome model :frowning:

Attachments

problems.jpg

Well I’ve consulted quite a few people and they all say to just retopo in Maya, so I suppose I’ll do that, reimport with some proper geometry and then try to finish this thing.

Basically after your sculpted model is finished, you need to export high level meshes, subtools, objects whatever you want to call them to each separate .obj. Then you need to manually retopologize, since it’s the best way to do it and most of the game industries will look for that in you CV, if you’re looking for job, etc.
I find myself using Topogun for retopo since it’s very easy to use and give a awesome results, but you can use Maya too.
Then, all of your retopologized low poly .objs send to Maya, Max, what ever is your preference, create UVs, if you haven’t created them before.
Texture it. I’m using Mudbox for texturing since it’s also easy to use.
Tweak maps if you need, and there you go.

Also, I recommend you to watch this tutorial, it really helps you with workflow.
http://www.digitaltutors.com/tutorial/1361-High-Resolution-Game-Character-Creation-Pipeline-in-ZBrush-and-Maya

Thank you for the response! I’ll give that a shot, I ended up getting topogun actually so this all works out nicely!