ZBrushCentral

Topology for cryengine3

Fellow Z-Brushers, As I plod my way thru learning this fantastic program I often encounter a dead stop. I have re-posted a picture of another artist’s Z-creation.

What I am wondering is how or if you can ever use such a detailed model in a game. How would you re-topo that?.

Also posted, is a simple plane, with a few mesh-insert brushes. 12,227 polys. I can lose polys on the plane… but the rest?

How do I get these details into a game? What sort of poly-count can I get away with for static objects?

Attachments

Space_samurai_lightB.jpg

InsertMM.jpg

Kind of some loaded questions, but I’ll do my best to answer.

For the first image, I dont imagine anybody would retopologize a model like that for a game. Not in the sense of wrapping all those parts with low res geometry anyways. How much of the shape you would try to capture would certainly come down to the scale. If that guy were as big as a building then you would try to deliver a lot of the shape, but typically those kinds of details would be in the texture. You would go in and try to capture the silhouette and all the big shapes, but the materials would carry the load… and you couldnt really project the details off something like that either. That model would serve more as a concept.

For the 2nd image, those parts (minus the plane of course) are within game res. Again it comes down to the scale of the object in game, but those meshes dont look too dense. You would definitely remove all those creasing loops near the bevels and borders since they ramp up the poly count without contributing much to the overall shape.

Sorry its a tough question to answer. Your poly budget can be dependent on many things. What platform is the game targeting? What kind of game is it? Is the piece you’re modeling the main focus “hero model”, or is it just a random prop? Is the game going for realism, or is it stylized? How close will the player get to these objects? Lots of factors to consider.

A lot of times your art director will make the calls on poly budget. Sometimes you’ll go back and forth before the model is finalized. A lot of it just comes with experience though.

I guess you already have Cry Engine, but you should also download UDK and Unity as well. Check out their built in assets and you’ll get a good idea of whats acceptable in game. Also, if you look around online you can usually find a lot of game models in obj format, sometimes from big titles.

Hope that helps.

Thankyou for the response. Just one more detail to the question… on the second image, those are zb4 insertmesh presets, Let’s say I want to add those to the Demosoilder, or other similar inserts. It would be an up-close static object. Just merge the objects after uv-mapping, b4 I GoZ to maya, and then cryexport after defineing textures/shaders etc.

The goal is, to make some sections of realistic “tech” tunnels or hallways. Think submarine interior, or spacecraft. The outer hull will also be seen.

The point is, I want to make some prefab sections that can be snapped together and reconfigured, with details like floor grates, and conduit, floor lights etc. underneath.

My issue has been on re-topo, to keep the objects that cant be projected.

As I describe this, I think I’m getting my own answer… create my low poly details, uvmap them, merge subtools and export. I’ll repost my attempt, later in the week.

Thanks again. :idea: