Hi guys, i want to model a stylized axe , and the objective is the model will be for game, so i need a Axe kind of Low poly.
the softwares i plan to use are 3ds max and Zbrush.
i have some question about the process and i dont no if its the best method, so i will post my plan here and will be glad if you guys can help me with this:
1- first i plan to model the axe on Max just to give it a good silhouette and shape to then export it to Zbrush.
2- here on Zbrush i will give him the details , somethings like scratch, break areas,
beveled edges and all that things, will make it high poly.
3- When i finish the model in zbrush, i will take the subdivisions levels to 1 and make a normal map of the model inside of zbrush.
4- then i will save the normal map and export the LOW POLY version of the axe to 3ds max.
5- for this final part, i will use the LOW POLY mesh to make the UV's, and then aply the normal map that i just do in Zbrush.
this will work?
english is my second language
Replies
You can model the lowpoly in Max or in zbrush. But if you go from Max you should import in to ZBrush, and for something small like an axe, once its in ZB unify it so it is at a good size for ZB. Use Goz to send the axe to Max and you will see it is too small and probably in the wrong position so fiddle with the export settings in ZB to get the axe in max in a good position and size. Once you have that throw away or hide your original Max axe, the axe from Goz is the one you will be using as reference from then on.
Detail, and/or paint/texture the axe in ZB. Make a copy of the finished tool/s and decimate the copies. Send the decimated mesh/s to Max with Goz and use polydraw to build a lowpoly on top of the decimated template making sure the lowpolys don't go through the template. Uv the lowpoly in Max. I would use xnormal to bake because I never managed to get a good normal map out of ZB and making a good uv layout for production purposes is more suited to a standard 3d app.
Xnormal is free and I find map baking in max fiddly, If you install xnormal you can expot your uved lowpoly from max (with or without a projection cage) with the xnormal plugin which gets installed automatically and you will find the option under the export dialog in Max. Export you highpoly from ZB with polypaint colorize enabled. Just export the meshes to a disk. Open xnormal and locate the meshes with it, fill out your baking options and press go! You should be sweet.
about the projection cage in max, yes i dont like it too because when i bake it, i almost always have to do alot of fine tunes to the cage to not get any red points on render to texture, this is soo tedious
about Xnormal i will definitly try that, but how can i make in xnormals without a cage?
i did not used the Xnormal for baked, i will try that, i did the normal with render to texture.
You gotta ease those angles so they slope down rather then go straight down.
by the way, nice youtube channel
thanks for the reply!
yea the angle on 90 maybe is way to crisp, but i was talking more about the inner portion, like, in some edges i did manage to even get the edge, but the rest of the of the area holes, they are to much shallow, i think maybe if i put more geometry there i might get better results, i dont know...will test it