ZBrushCentral

High poly to Low poly workflow

Hi!
I am using z-sphere to create my model. As I am creating models for a videogame I need to create a low-poly model and a normal/specular map as the final result. What I usually bump into are the following problems:

  1. the lower subdivision levels need to be deleted quite often to solve one problem or the other, therefore I end up with a high-poly model only;
  2. as I am using z-sphere, the models I create usually end up with a lot of triangles on them and I am unable to use quite a lot of functionality because of that;
  3. I was forced to use the decimation master to create a low-poly model, but again, it creates a triangulated model, moreover, such models usually have no symmetry which makes them hard to skin afterwards, so the decimation master did not work;
  4. finally, I am now forced to use TopoGun to create a low-poly model and 3DS Max to create a UV map afterwards (as TopoGun shuts down when I load a low-poly model with ZBrushe’s UV maps from UV master on it).

I feel that what I am doing is quite inefficient and there are other ways around it. Could you suggest a tutorial for me that could help me get a low-poly version of my model with correct UV maps quickly?

P.S. One more thing. I saw that you can paint shine onto models in Mudbox and immediately see the effect, but I cannot quite find the similar mode in ZBrush, what plugin should I use to see how the shininess of the object changes as I paint it’s specular map?

Your workflow is fine.

sculpt.
Retopo
unwrap
texture

Zbrush does not have realtime specular maps

I think that you will find ZRemesher solves a lot of the problems you are having. Note that it can be useful to use Decimation Master on a high res model before using ZRemesher - it reduces its computing load. And make sure Activate Symmetry and the appropriate axis is on to get a symmetrical mesh. You can read more here: http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/

ZBrush does not have a way to work with specular maps directly. You could use polypaint to paint the specular highlights using grayscale colors and then create a texture from the polypaint but I can’t think of a way to see the actual result as you work.

Thanks for your replies, I will definitely check the z-remesher tomorrow, hope it does not require squares).