ZBrushCentral

Many questions regarding game pipeline, compensation offered

Have had zbrush for a little while now and love it, especially shadowbox and the clipping tools (except the square clipping tool). However after watching every single official zbrush video I still have some questions regarding getting a model ready for a game engine like unity or udk and a few other things.

Since this is quite a few questions I'm offering $5 (now $10) paypal to whoever helps me the most. If you don't have paypal you don't get any money. 1. How does a person take a model that has a high poly/poly painted version and a retopo, make a uv map, normal map, specular, and diffuse for use into a game engine? Is there any other (under $100/free) software I can use to make this process easier? Also please tell me how to do this without saving uvs previously in the modeling pipeline. I really need a step by step on this one and the videos have just confused me. 2. Is it then possible to render the low res model with normal map/specular etc applied within zbrush. If not what's the easiest way to make sure I did the process properly? 3. How do you hide all the menus for a render? 4. How do you polypaint while using multiple subtools and retaining mat/texture with each one? 5. Completely lost with multiple pass rendering, doesn't seem to be a beginners guide for this at all. 6. When you retopo how do you make your model double sided(every side of the model has a face that can be painted on) while keeping the same geometry?

edit: Also if you have links to specific videos that answer my questions that counts too.

so you’re offering… $5 for the information that is covered in books that cost 60 a pop…and you’d like to have information from 4 books?

Not to be a prick…well, maybe a little bit…this is what you need

www.google.com

that should get you everything you need to know, and more.

Originally posted by goast666:

so you’re offering… $5 for the information that is covered in books that cost 60 a pop…and you’d like to have information from 4 books?

Not to be a prick…well, maybe a little bit…this is what you need

www.google.com

that should get you everything you need to know, and more.

Hey goast666, I think this link will work better for crumbaker.

I don’t see anyone else offering money for help. You’re not saying this to all the people asking for free help. I have searched and searched and maybe you missed the part about me watching every single official tutorial. I don’t see why after paying $500 for this software I should be expected to pay more for third party help. However if that is the case then link me some pay videos.

$5 not enough for you? Well then go elsewhere because all you are doing in this thread is trolling.

Now offering $10 for the help needed. Whoever helps me the most whether all the questions are answered or not.

one piece of software, as awesome as zbrush can be, is not going to help you get into the game business, or make mods. I work for a game company in North Carolina, I use 4 different applications plus several more internal programs on a daily basis, if i were to try and tell you everything i know one of our heads would explode. I have to agree with everyone else who posted, if you want this much info look it up online or go buy a book or two or three.

If it was easy, everyone would do it

i sympathize with you, most people here were in the same spot as you at some point when they started. you just have to put in the time and effort to learn.

ok sry if I somehow came across as wanting long detailed explanations on how to do this or being extemely picky but I really am not. I just want to know the technical details of making these things happen, as in what button sequence do I press on practically already finished models.

Let me elaborate, I’m in no way trying to get artistic details, that is what the vast majority of pay videos seem to show. Especially for the first question I just want, ok you press this then that opens this and then you press this, that’s it. Not how to actually get it into a game engine, or how to make it look perfect. The only exception was really multiple pass rendering, but I figured (like with all these questions) someone somewhere would have already answered this and all that was really needed was a copy and paste, or a link of what that it was, or a video of some sort.

Perhaps I am wrong on my last point though because I’ve searched quite a bit and have learned so much but these last few things are really tough to find clear information on. Or the information is there it’s just all over the place (seems to be the case with uv mapping). Just trying to find a technical starting point folks not a “how to” on doing these things well.

If you can’t offer the information that’s fine, but please do not talk down to me, that’s all I ask. I don’t need any more lectures just information.

Do you have a high poly mesh that is sculpted and poly painted and just need to know how to make the game res asset?

If so:

Step one would be to retopologize a lower res version, you can do this inside zbrush.
http://www.youtube.com/watch?v=-Fdog0y9jVQ

Generate UVW coordinates, you can do this using the UV Master plugin for Zbrush.
http://www.youtube.com/watch?v=kOoOh5s8RE4

Start with that and I will try to help you from there