Home Technical Talk

Mars Space Suit > Zbrush to a functional Game Asset

triangle
Offline / Send Message
priderice triangle

After a awful long time learning Zbrush and Moddeling this Suit, i am wondering if there is a better way to Retopo this.
I have this as a High Poly and the Topo isnt that bad but way too high for a Engine
1. Usually i would just Retopo with the Quad/Draw Tool in Maya, but i just can imagine how the baking would be hard because the Fingers are to Close together
2. Is there a quick way to Retopo in Zbrush, i tried Zremesher but is there a better and cleaner way?
3. is the ZSphere Retopology workflow still useful and viable?


Replies

  • Brian "Panda" Choi
    Offline / Send Message
    Brian "Panda" Choi high dynamic range
    This should be in 3D ARt Showcase instead of General Discussion.

    1. You adjust the bake cage around the fingers.  That's how you handle tight spot like that. What are you baking in?  Marmoset Toolbag, for example, allows you to paint adjust your offset bake cage within the program.
    2. Sort of.  Zremesh and fixing the Zremeshed result.  Just Zremeshing won't give you a perfect result, so you DO  need to go in and fix it.
    3.  It can be, but I personally feel like you get faster and mroe easily accessible tools in programs like 3Dcoat, Topogun, or Maya.
  • Eric Chadwick
    Moved to Technical Talk. Should get eyes on your questions there.
Sign In or Register to comment.