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Making a game model out of this?

I have spent the last three days making this figure, I want to make him game ready. I know how to retopo him which I will probably do in zbrush what I have never messed with is texturing which I tried recently in zbrush. But what bothers me about it is that you’re not seeing how he will look like in a render or inside a game engine. He looks so plastic and flat no matter what texture you paint on him. If you are a pro texturer how would you go about texturing this armor and face?
http://imgur.com/0upwrQv

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This is a very wide question and not possible to response in a single email. I would suggest to check the polypaint tutorials and tools related to polypaint in:
http://pixologic.com/zclassroom/course/texturing

But if you aim to game engines I would recommend substance painter and his multiple tutorials, as long you have a (very) good graphic card:

https://www.youtube.com/user/Allegorithmic

The tutorials they have are very good.

Thanks for those links, I need to learn to use the spotlight, how is this for a workflow:

  1. Retopo in zbrush.
  2. Paint on skin using alphas and paint on metal using the spotlight.
  3. unwrap the low res models.
  4. Bake out diffuse and normal maps.
  5. Import the model into unreal engine or unity to preview the texture.
  6. Tweak the textures using photoshop and reimport the textures into the game engine.
  7. Use the diffuse and normal map to create a specular map.

Is this something you pros would do? I can’t use the substance painter on my crappy laptop. Thanks Altea for the links. :wink:

It is all you talk about but quite more complex.
Depending of the quality of the engine or the style of the game more or less light-render is baked in the model (occlusion, highlights etc). You need a system to refine the materials that Zbrush won’t allow as it can not display materials (substance painter was a solution but Maya and other programs could be OK). Depending what level of realism you want fabric can be difficult in Zbrush because the fine pattern don’t fit very well polypaint. Normally Zbrush to Unreal directly is no practical in a game production.

I guess you would go between
maya-unreal
blender-unreal
3dsmax-unreal

when you’re working on the textures, because zbrush hasn’t got very good materials.

I usually texture in ZBrush and use Marmoset Toolbag to get an accurate view of how it will look.