Hello! I’ve only just recently downloaded the trial version of ZBrush 3.1, and I’ve been tinkering around with it for the past week or so. It’s very impressive! I’m still learning the ropes, though.
I’ve already made a few things, including this modest little mushroom:
As you can see, it has lots of bumpy goodness to it, but I haven’t painted any texture onto it just yet. This picture was taken at subdivision level 5, though, and I want to export the model at its lowest subdivision level (level 1) into a game. In order to retain the details, I want to bake the shadows I see here into the texture that I’m going to make for the mushroom, but I’m not sure how to go about doing it.
I understand that you can just use projection master to place the shadows into the texture map. But this method seems to have a problem in that when you rotate the mushroom, the shadows and highlights completely change. If I rotate the mushroom 180 degrees to work on the opposite side, I’ll be presented with a completely different configuration of shadows and highlights. It’s as though I can rotate the object, but the lighting setup stays put. How am I supposed to bake the same shadows and highlights into a texture that covers the entire mushroom when I can’t even view the mushroom from more than one side without completely changing the way those shadows and highlights look?
All I want to do is set up some lighting on the object in ZBrush so that its shading looks similar to how it’s going to appear in the game, and then bake those shadows into my (soon to be created) texture so that I can retain this bumpy goodness at a much lower polygon count. How do I do this? There must be a way, but I’ve had a hard time finding info on the web or in the ZBrush help files that teaches me what I need to know, and none of what I’ve found so far has been terribly helpful.
Please point me in the right direction here! Thank you so much for your help.