Hello, i've been lurking here for months and today i finally decided to open a thread here.
I have a background as 2d artist, and this year i started doing some low poly stuff in blender and recently i switched to zbrush.
Here is my latest sculpt Krelian from Xenogears.
I'm really interested in learning how to transform high poly sculpts into meshes usable for game engines like UE4 so any advice with that is really welcome. xD
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Hi PyrZern!not yet, to be honest i'm really interested in that workflow but i'm a bit lost, dont really know where to start haha. So far i've only tried using the decimate master and remesh features in zbrush.
This past month i managed to prepare a really simple character for Unity 5 just using decimation/uv master and zremesh in zbrush then adjusting some things in blender,but i guess this new sculpt is too complex to get away with the same tricks. So i really want to learn a proper way to retopologize and prepare a model to be used, if anyone could point me to the right direction, share a tutorial, some advice/critique that would be greatly appreciated.
Thanks!
This time around the process to get the sculpt game engine ready went smooth and easy. Emotic
Now im trying to decide about the weapons.
I will probably add a Rifle on the left hand and a Lance that expands like an umbrella and can be used as shield on the right.
And then maybe some extra details.
Interface and anime characters are placeholders for now.
I tried doing the railgun the mech carries in zbrush but it wasnt a good idea after all, next time i will try to do all the hardsurface stuff on blender.
Tried using subsurface scattering on the face and polygonal hair.
I need more practice!
[IMG][/img]
The body still needs A LOT of work haha but im moderately satisfied with how the new pilot suit is turning out.
Still not sure about the design of the suit/armor, might change it again. But now its time to see if i can finally put this guy on the unreal engine.