VisionSeeker
04-24-2010, 12:25 PM
Hey everyone,
Lately I have been working on a character for a small UDK project that we are doing with some of my classmates, one of the things we want to learn is how to properly use normal mapping low poly objects/characters using high res sculpts. This is my first Zbrush Character, so I still have so much to learn. Hence this post!
I am really interested in your opinions on the character!
Also if you have any cool Zbrush tips and tricks for workflow or character creation let me know!
Hopefully we can collect some usefull tips and tricks in this post.
If the Zbrush section becomes to big we could always start a new post on this topic
RoZ
A futuristic skater, who uses advanced organic technology's to scavenge deserted ruins of a depopulated world.
Maya Concept
http://i43.tinypic.com/dc37nl.jpg
Zbrush WiP images
First Blockout
http://i42.tinypic.com/24xndl5.jpg
Texturing Blockout
http://i41.tinypic.com/xlcqc7.jpg
Please not that this is still a work in progress :)
Zbrush Tips n Tricks
Some of the things I have learned so far!
Zapplink
Photoshop Power
Great Plugin for editing your textures in photoshop, copying new material on to your texture and more!
Baking Matcap Materials with Zapplink
OMG this is how:
Isolate the object with the material you want to bake
Set front,back,left,right,top and bottom camera in Zapplink properties
Zapplink
Ctrl+C the Shader Layer (which says do not touch:poly124:)
Ctrl+V the layer above the diffuse layer
Set the layer to hard light
Merge down (I suggest making a photoshop action for this to speed up your workflow)
Repeat for all the other camera angles
Ctrl+S
Go back to Zbrush and accept all the new zapplinked polypaintings
Congrats you now have your shader data copied to your polypainting :)
Kudos to Screenwriter805 http://www.youtube.com/watch?v=vWRsUkPiSK4
UVMasters
Awesome, a one button UV unwrap plugin. How perfect!
Subtool Masters
Import multiple .obj fast
Export multiple subtools to .obj fast
Efficient High to low Poly creation using Zbrush
My understanding so far:
High Res Sculpting in Zbrush
Base mesh with quads
Even spaced quads
UV irrelevant
Polypainting in Zbrush
Zapplink for speeding up the process using reference material and baking matcap materials
Retopo low poly
Using 3D Coat, Topogun, Maya with plugins or max with plugins to retopologise your character. (dont know which is the most efficient yet)
UV low Poly
Zbrush UV masters or 3D Coat for precision.
Other methods: UV layout by headus (old school), Maya, Max
Combine High poly with Low poly
Xnormals ftw?http://eat3d.com/zbrush-xnormal-pipeline
Let me know what you think and if you have anything to add :D
Lately I have been working on a character for a small UDK project that we are doing with some of my classmates, one of the things we want to learn is how to properly use normal mapping low poly objects/characters using high res sculpts. This is my first Zbrush Character, so I still have so much to learn. Hence this post!
I am really interested in your opinions on the character!
Also if you have any cool Zbrush tips and tricks for workflow or character creation let me know!
Hopefully we can collect some usefull tips and tricks in this post.
If the Zbrush section becomes to big we could always start a new post on this topic
RoZ
A futuristic skater, who uses advanced organic technology's to scavenge deserted ruins of a depopulated world.
Maya Concept
http://i43.tinypic.com/dc37nl.jpg
Zbrush WiP images
First Blockout
http://i42.tinypic.com/24xndl5.jpg
Texturing Blockout
http://i41.tinypic.com/xlcqc7.jpg
Please not that this is still a work in progress :)
Zbrush Tips n Tricks
Some of the things I have learned so far!
Zapplink
Photoshop Power
Great Plugin for editing your textures in photoshop, copying new material on to your texture and more!
Baking Matcap Materials with Zapplink
OMG this is how:
Isolate the object with the material you want to bake
Set front,back,left,right,top and bottom camera in Zapplink properties
Zapplink
Ctrl+C the Shader Layer (which says do not touch:poly124:)
Ctrl+V the layer above the diffuse layer
Set the layer to hard light
Merge down (I suggest making a photoshop action for this to speed up your workflow)
Repeat for all the other camera angles
Ctrl+S
Go back to Zbrush and accept all the new zapplinked polypaintings
Congrats you now have your shader data copied to your polypainting :)
Kudos to Screenwriter805 http://www.youtube.com/watch?v=vWRsUkPiSK4
UVMasters
Awesome, a one button UV unwrap plugin. How perfect!
Subtool Masters
Import multiple .obj fast
Export multiple subtools to .obj fast
Efficient High to low Poly creation using Zbrush
My understanding so far:
High Res Sculpting in Zbrush
Base mesh with quads
Even spaced quads
UV irrelevant
Polypainting in Zbrush
Zapplink for speeding up the process using reference material and baking matcap materials
Retopo low poly
Using 3D Coat, Topogun, Maya with plugins or max with plugins to retopologise your character. (dont know which is the most efficient yet)
UV low Poly
Zbrush UV masters or 3D Coat for precision.
Other methods: UV layout by headus (old school), Maya, Max
Combine High poly with Low poly
Xnormals ftw?http://eat3d.com/zbrush-xnormal-pipeline
Let me know what you think and if you have anything to add :D