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ZBrush - Now what?

Hello, I have (kinda) finished my (first) model wich is Finn's Sword from Adventure Time. The thing now, is that I would wish to do something with it, and for this, I need to lower polys and use maps to run it elsewhere than ZBrush.

The thing is that I don't know how to make the normal and displacement maps because It says it requires the lowest poly sublevel, but it's all Dynamesh, so there isn't any sublevels. I have a mediocre level of knowledge about 3D modelling because I'm learning on the fly, so I have no idea on how I can do it.
I would appreciate help.
Thanks! :D (I'm leave some images, if you see anything too awful please tell me to try to fix it)

Finn_sword1.png

Finn_sword2.png

Finn_sword4.png

Replies

  • XilenceX
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    XilenceX polycounter lvl 10
    Well this is what I'd do: use that awesome new ZRemesher everyone is talking about and make your lowpoly with that. Next you uv unwrap the lowpoly in UV Master or send it to 3DS Max with GoZ and do it there manualy. Then send your highpoly to the same scene (use decimation master first to get its polygon count down if it has more than 1mil tris) and bake out the normal&displacement map in 3DS Max.
    If your question was about the baking process specifically this is the tutorial I used for my adventure character: [ame="http://www.youtube.com/watch?v=4LGMq4y--Eg"]Baking a Normal Map in 3ds max.mp4 - YouTube[/ame]
  • joeriv
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    joeriv polycounter lvl 7
    Does it have to be in zbrush, or do you have access/experience in a "normal" modelling package (max/maya/...)

    Don't know about how that new remesher thing would do with such an object.
    Most likely you would be better off just making a lowpoly from scratch (in max for example).

    Just to not automate it, it's a simple object to model, and as I read it, you are fairly new to modelling, so I think it's important to at least do it manual at first, just to think about how many sides you would give the cylinder, how much triangles to give to certain parts.
    Because the automated tools might not always be available, or being able to judge/fix what the automated tools give you.

    same with unwrapping.

    For baking normal maps if I was you I would look into baking in max/maya or have a look at xnormal (lot's of tutorials to find about this)
  • arcitecht
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    arcitecht polycounter lvl 6
    Honestly, I dont think zremesher is really great for hard surface stuff anyway. At least, I haven't been able to get anything with nice edges from it without using a shitton of curves, and even then its a bit of a wildcard. Same with UV master, never gotten usable uv maps from it, having control of exact seams is preferable IMO.

    If you want to stay in zbrush, it is easy enough to use zsphere retopo and use another app for unwrapping. A good free one is blender, UVs are fairly simple to work with in it. I tend to use 3d coat most of the time anymore (then go back to blender to get more precise arrangement etc), so that's another one to look into, it doesn't really get much more intuitive.

    For normal and displacement, most people use xnormal, its free and it works. It's also pretty simple, so you're not having to navigate a huge 3d app just to get some decent bakes.
  • UltimateHurl
    I've also wondered about this, still trying to figure out a workflow. If I get to the stage that I have a high poly model I'm confused about how to maintain the UVs in a retop or new low poly.
  • cryrid
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    cryrid interpolator
    If I get to the stage that I have a high poly model I'm confused about how to maintain the UVs in a retop or new low poly.

    There's no real need to maintain UVs. The sculpt doesn't even need them at all, only the final low poly.
    Same with UV master, never gotten usable uv maps from it, having control of exact seams is preferable IMO.
    Polygroups are the key to that one. Uv Master has been spitting out tons of usable UVs for me as a result
  • arcitecht
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    arcitecht polycounter lvl 6
    Ohhh, that makes sense. I'll have to look in to that.
  • ignamatador150
    Back again, I have investigated a little and came to this.
    As far as I know, to get this to a game or something I need a low poly model, wich will have maps (disp, normal, texture). I have this badly incorporated model wich is 1.5 million points.
    I can decimate the model to get the low poly, and put it to 5k (or less) points with no problem. The thing I have a doubt about it is how do I get the maps now? To do it inside ZBrush I need a high and low poly inside a same subtool. Does that program xnormal work in this case?

    In order to try to get a subtools with sublevels I imitated this video I found: http://www.youtube.com/watch?v=_TvNhU8_cJM&feature=youtu.be
    I tryed it but I just get a model full of holes. I checked for errors on the high poly mesh and there are none I could see, I even tryed dynamesh all over it to effectively close it up, because some people said that it would fix this "holes" but not the case, I get the same result.
    I'm getting tired :(

    And thanks for some advices in here, I now realize that this would have been simple if the process would have been differente
  • cryrid
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    cryrid interpolator
    Xnormal works perfectly fine for this (I prefer it over baking in zbrush). Otherwise you'll have to add your lowpoly as a new subtool, subdivide it to have sufficient geometry, and then use Tool: Subtool: Project All to transfer the detail from the original sculpt to the new mesh.

    I probably wouldn't use Decimation Master for the final mesh, as it will be pretty messy and not necessarily optimized despite the lower polygon count. Manual retopology for a shape like this shouldn't take long in any program.

    Lastly you very likely wouldn't require a displacement map for this. The normal map should be enough.
  • ignamatador150
    cryrid wrote: »
    Xnormal works perfectly fine for this (I prefer it over baking in zbrush). Otherwise you'll have to add your lowpoly as a new subtool, subdivide it to have sufficient geometry, and then use Tool: Subtool: Project All to transfer the detail from the original sculpt to the new mesh.

    I probably wouldn't use Decimation Master for the final mesh, as it will be pretty messy and not necessarily optimized despite the lower polygon count. Manual retopology for a shape like this shouldn't take long in any program.

    Lastly you very likely wouldn't require a displacement map for this. The normal map should be enough.

    Perfect, I will try it a moment. I will post with whatever I come out.
    Thanks again.
  • ignamatador150
    Ok, I had an issue with my computer wich broke, so I couldn't get the whole things, I got stuck with a decimated model at 15k vertex or something like that and my new low poly wich is 1300 vertex.

    I tryed investigating some of what average normals mean, what UVs do and stuff to get my theory right but I can't handle it yet.

    I got xNormal installed, loaded a the 2 meshes, and hitted "Generate Maps" and received this:
    map_normals.png
    Any help? Someone understands what I'm doing wrong?
    Thanks!
  • ignamatador150
    I think, I'm not sure cause I don't fully understand UVs between different models, but the thing is that there is no defined relation between the 2 models, like UVs, but if im using average normals, is that still using the UVs I should have defined? I get lost in this, how important are UV coordinates? Do the 2 models need the same or almost similar UVs?
  • Slayvin
    The sculpt/high-res/high-poly mesh (whatever you call it) doesn't need UVs, at all! Only the UVs of the low-poly mesh matter.

    From what I see, you have a lot of empty/unused space on your UV sheet. You should try to pack the UVs islands into a square and uniformly scale them so they fill up the 0-1 UV space, so you can bake more details in the texture.
    Also, the UVs shouldn't overlap (it looks ok, but it's just to be sure).
  • ignamatador150
    I did the UVs on the lowpoly and look like this: (I know they look bad but I'm new on 3ds Max and I'm learning to use it)
    polycount-uv.jpg

    The previous normal was with the option "Match UVs" off, then with "Match UVs" on I get a blank image. Maybe my exportation is floppy?

    After this assumption I tryed exporting on 3DS format and got a different result wich looked like this:
    map3_normals.png

    Is there a supposed way to export a model from 3ds Max?
  • ignamatador150
    I GOT IT! I GOT IT! I GOT IT! I GOT IT! I GOT IT!
    I'm an (sorry for the language) asshole, I had the high poly not aligned, I'm just stupid! I'm align it right now. Posting results in a minute

    EDIT:
    map4_normals.png
    It's not perfect but it looks like a normal map now. Thanks for all the support, it's a great community.
    Thanks and just thanks, it's really appreciated
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