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Advice when it comes to zbrush and UE4

i772
polycounter lvl 7
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i772 polycounter lvl 7
Hey guys, Just want to say a lot of the work that I see on this site is awsome!
First I am a programmer who dabbles in 3D modeling, I am able to use maya, max, zbrush etc. Not to it's full potential but I am able to make some stuff that I can prototype with fast.

I just have a few questions, I am currently working on some robot models that will have simple walk animations and all them I have designed myself.

ddsss.png?noCache=1423629272

sug.png?noCache=1423629272

Curretly it is at 46k with decimation. I will also go though it and remove pollys that users cant see, as well as clean up a little.
As you can see the pollys are kicking the roof down and s**ting all over it. I was wondering if I should continue with zbrush and bake it to a low polly, or forget zbrush all together. Any advice about new techniques you can see I would appreciate.

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  • Add3r
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    Add3r polycounter lvl 11
    You should create a decimated model with about 500 verts/points or so, depending on how large this model will be in game, unwrap it in whatever program you want, and then bake from a very lightly decimated model using xnormal or one of the normal mapping extraction methods from zbrush. Decimate it just so it isnt 10mil points, more like 500k... the first is an approx and exaggerated number, but 500k-800k is a solid number to bake from for a rock IMO. That is saying you want normal maps for prototyping. The detail I see in the small pics you posted, would be usually carried in the normal map and not the geo itself for the most part.
  • i772
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    i772 polycounter lvl 7
    Thanks Add3r! Yeah now I just have to learn the best way to bake :) Have a good one!
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