ZBrushCentral

Zbrush in the overall pipeline

Hi.

I recently started using zbrush and want to get into 3d for my own games, it is going well so far, but I would like some clarification in the process or pipeline please.

What are the usual steps in the process for creating game assets?

My current understanding (which could be done in other ways with other software for sure)


  1. Create a base mesh with zspheres
  2. Sculpt the model
  3. texture it
  4. create UV Maps and normal maps
  5. Export to topogun or something similar to retopologize
  6. Bake the maps in maya?
  7. animate
Im sure this isnt 100% correct. I would really appreciate some clarification on this process, and if more can be done in zbrush then please explain or mention it.

I basically want to create characters for a game and animate them too.

Should I animate in Zbrush or Maya?

Thanks

Jarryd

Close, but a little off. Work flow really depends on the artist/studio as well.


  1. Create a base mesh with zspheres or anything else (or start with a dynamesh)
  2. Sculpt the model
  3. texture it (if you’re using polypaint)
  4. Retopo (any application that can retopo) / lowpoly
  5. unwrap
  6. Bake the maps in anything
  7. rig
  8. animate
All of this could change/swap depending on what you want to do. If you need to use the same head over and over again for example. An image editor should be in your pipeline somewhere as well for polish and clean up.

Lowpoly, rigging, animation might need to happen in their first, it really all depends.