Hello, so let say that i've "finished" a character sculpt on Zbrush, i'm happy with it, i've got all of my layers of details, the polycount is pretty high etc. (the all shebang)
I would like to know, from that point, what is recommanded to do to ?
I would like to :
- - Make UV's out of these meshes (Not in Zbrush though, i would like to export it to 3ds max for example)
- - After the UV's are made i want to send it to Substance painter to work out the materials, textures etc.
- - And to finish i want to have a "clean" mesh and lower the polycount while keeping both the textures and the details of the sculpt and put everything together for a Vray render
Can you explain me how i should proceed to do that please ?
Replies
http://wiki.polycount.com/wiki/Rigging
The model should be as neutral as possible. No expressions, hands turned with palms down. Depending on your rigging system the pose should be bend slightly at the elbows and knees for easier IK.
You don't lower the polycount after texturing. It's not impossible but you will prolly tie yourself in knots. Easiest way:
*Finnish the high poly (hereafter hipoly) and export to disk from zB as FBX (check what version of FBX exporter)
*Make decimated duplicate in zB and Goz it to Max
*Make retopoed version in Max using polydraw or retopo tool over the decimated version. UV the retopoed mesh in Max (hereafter lowpoly)
*Export UVed lowpoly to disk
*Import lowpoly and reference hipoly at saved disk location to substance painter, then bake.
*Rig lowpoly in Max for posing
*Make materials in Max for model using baked textures from substance
@kanga THank you i'm going to apply this technique ;)
Ah great. Any problems just put em here.
@kanga THank you ;)
Just when you say "Import lowpoly and reference hipoly at saved disk location to substance painter, then bake."
It means i'm using the retopolgized/Uved/Low poly mesh and load it into Substance painter and start to paint right ?
Hi zipper4, nah, it means opening your uved lowpoly in substance, then pointing it to where your hipoly is saved, then specifying your bake maps. Once you have done that you can start baking maps, like normal, height, curvature, AO etc which are maps that are a base and will be used to detail the lopoly. Then you can start painting and applying surface finishes to the model. Once that is done you can export the textures you need to use in your Max material slots.
I use toolbag and its been a while since I touched substance, but I know there are loads of good youtube tutes out there for just this as well.
Hello, thanks for you anwser, hmmm okay that's really the point i don't understand actually, i really have to dig this particular moment in the workflow. What i don't get is the "Pointing the highpoly" while you opened the lowpoly one.
Because we agree that the Highpoly doesn't have any UV and is decimated from Zbrush actually.
The hipoly doesn't need UVs. Baking is the process of converting the difference between hipoly geometry and lowpoly geometry into a texture.
here's how it works in substance painter:
Thank you!
zipper4: Because we agree that the Highpoly doesn't have any UV and is decimated from Zbrush actually.
Nope, Look at 'how to bake in substance' tutorials. You don't open the hipoly (in substance painter) just specify its location in the bake dialog. Also you can decimate the hipoly if you want but you can export a full rez hipoly to a local disk even on a laptop to use as a model for baking. The thing you are baking is texture maps to be applied to the lopoly. The lopoly is the mesh you will apply the maps to in the form of materials. That is why it is the mesh that needs the uvs.
Thank you very much i understand now