created Zbrush Question: ingame object modelling
on 03-13-2012 08:03 AM
I was hoping that you guys could help a ZBrush newbie out with some advice. I just started to play around with the software and some of the information I filtered out of various tutorials got me slightly confused.
1. Modelling the Low poly mesh for an ingame object (in 3dsmax) before importing it into ZBrush to create the normal map.
BobotheSeal mentioned he didnīt worry about clippling just making the model out of a number of intersecting low poly objects instead of a continous mesh. He also uv mapped it.
Well, clipping may not matter for ZBrush, but the final low poly model should usually not have a lot of clippings, right? So does that mean he makes the high poly model first then exports it again and builds a final new low poly? But then he would need to re-uvmap it too, right?
Does this even work at all? I thought the lowest subdivision level should be identical to the low poly model for the uvmap to work.
2. Identical parts
If parts of the model are to be identical (e.g. the back and front of a box) -also in high poly- how am I to go about that?
Model only one half of it as a low poly, make the high poly and a normal map in Zbrush, export it back to 3dsmax and put together the final low poly model by mirroring the one part?
I really hope this makes sense, itīs not easy to describe
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