Hey everyone,
Lately I have been working on a character for a small UDK project that we are doing with some of my classmates, one of the things we want to learn is how to properly use normal mapping low poly objects/characters using high res sculpts. This is my first Zbrush Character, so I still have so much to learn. Hence this post!
I am really interested in your opinions on the character!
Also if you have any cool Zbrush tips and tricks for workflow or character creation let me know!
Hopefully we can collect some usefull tips and tricks in this post.
If the Zbrush section becomes to big we could always start a new post on this topicRoZ
A futuristic skater, who uses advanced organic technology's to scavenge deserted ruins of a depopulated world.
Maya ConceptZbrush WiP imagesFirst BlockoutTexturing Blockout
Please not that this is still a work in progress
Zbrush Tips n TricksSome of the things I have learned so far!ZapplinkPhotoshop Power
Great Plugin for editing your textures in photoshop, copying new material on to your texture and more!
Baking Matcap Materials with Zapplink
OMG this is how:
Isolate the object with the material you want to bake
- Set front,back,left,right,top and bottom camera in Zapplink properties
- Ctrl+C the Shader Layer (which says do not touch:poly124:)
- Ctrl+V the layer above the diffuse layer
- Set the layer to hard light
- Merge down (I suggest making a photoshop action for this to speed up your workflow)
- Repeat for all the other camera angles
- Go back to Zbrush and accept all the new zapplinked polypaintings
Congrats you now have your shader data copied to your polypainting
Kudos to Screenwriter805 [ame="
http://www.youtube.com/watch?v=vWRsUkPiSK4"]http://www.youtube.com/watch?v=vWRsUkPiSK4[/ame]UVMasters
Awesome, a one button UV unwrap plugin. How perfect!
Subtool Masters
Import multiple .obj fast
Export multiple subtools to .obj fast
Efficient High to low Poly creation using ZbrushMy understanding so far:- High Res Sculpting in Zbrush
Base mesh with quads
Even spaced quads
UV irrelevant
- Polypainting in Zbrush
Zapplink for speeding up the process using reference material and baking matcap materials
- Retopo low poly
Using 3D Coat, Topogun, Maya with plugins or max with plugins to retopologise your character. (dont know which is the most efficient yet)
- UV low Poly
Zbrush UV masters or 3D Coat for precision.
Other methods: UV layout by headus (old school), Maya, Max
- Combine High poly with Low poly
Xnormals ftw?
http://eat3d.com/zbrush-xnormal-pipeline
Let me know what you think and if you have anything to add
Replies
Feedback is appreciated.
I also ran into trouble though. I split my model in half to save UV space and probably something went wrong with the normal mapping. Because now I have this huge seam on my normal mapped character. This doesn't seem to be a problem on the diffuse though. Any tips on how to fix this?
EDIT:
Oh I saw that you use Maya, I think I know how to fix it in Max though I don't know how to fix in in Maya.
http://boards.polycount.net/showthread.php?t=51088
since its in udk, I think you have to mirror the uvs over horizontally.
or is that just for static meshes and light maps? dunno
That link is exactly what I needed shrew!
As soon as im home I will try this out
You can read about it as part of poop's tutorial.
http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm
Or you can (as shrew81 said) fix it in PS.
I have been reading the poop's tutorial, which was certainly interesting.
Software Used
Zbrush to sculpt
I use Xnormals to bake the high resolution data to the low polygon UV's.
Maya to quickly preview results
Goals is UDK
Here are my temporary Diffuse and Normal Textures (I kind of rushed the retopo and UV part for deadline purposes).
Redoing low poly topo + UV
Since I want to redo this process, to learn a more efficient workflow I wonder if you guys have any tips for me?
I found baking with Xnormals queite a tedious process. I had 18 different objects to bake and had nearly 60 seperate texture files to combine into one PSD. Should I combine my zbrush model to less subtools so it saves a lot of exporting/baking/merging time?
From Poop's tutorial I figured out that your engine basicly dictates whether or not you can mirror and flip UV's. As far as I have figured out at this moment, you can use mirrored UV's in UDK. But how can you actually get the most optimized/efficient UV layout, while avoiding nasty seams in a smooth workflow?
Going to try the PS fixing trick now just to know how it works.
One thing I've done is to use a cage. UV map your low poly, then dupe it off a different layer and use that as a cage.
I break up my cage and my high-poly for baking purposes, leaving my low-poly model in the configuration of what will be in game. That way, I can move parts away from each other to avoid overbake errors. The problem is, that your Hi-poly and cage look like an exploded view of what it should be, but that way, you only need one UV Map and you don't have to re-assemble everything in PS. Because the cage and the low-poly share the same UV Map, you can arse around with the cage and hi-poly as much as you like to get an optimal bake and everything will match up when you apply the cage's bake to the low poly model.