![]() >Sculpt to get a good basic look, but don’t worry about finer details. >turbosmooth model to get rid of hard edges >Make basic silhouette model using boxes in 3ds Max So what is your workflow with regards to preparing 3D model in ZBrush? Do you decimate first, unwrap and then ZRemesh? I somehow never could achieve good results with ZRemesher with regards to keeping low poly count. You can easily create a diffuse map from polypaint by clicking “From Polypaint” underneath the “texture” rollout near the bottom on the side. I think Zbrush does AO as well but I’ve never tried, I always bake AO in 3DS Max since that’s what I know.Ħ. You can either subdivide your lowpoly and paint new details or you can project details from the previous highpoly model onto this one with the baked UVs then bake the details into normal maps inside of Zbrush. I generally try to keep a nude character with hair, eyes, teeth, and tongue below 25k but I typically target a wide range of computers.ĥ. 30-40k is way too much for mobile, but it’s perfect for current gen or mid-to-high PC. 's right, but it also depends on your target platform. If you’re looking to do interchangeable clothing/equipment, keep them separate.Ĥ. Only combine the subtools if your character will be wearing the same thing all the time. You might want to use ZRemesher first to get the low poly character then unwrap it in Maya, bake the UVs, then send it back to Zbrush. Its a polypainted mesh so how can I bake diffuse map in zbrush or something?ġ,2,3.I think I can UVW in Zbrush itself(UV Master), which software I should use to bake Normal/AO maps?.By the way, what should be the approximate count of polys in the final character?.Do I have to combine all subtools before baking/uv-unwrapping?.Do I have to unwrap the high poly, low poly mesh or both?.How do I proceed from here and get uv mapped and textured character to Maya for animating?.I don’t have a low poly mesh yet as I sculpted directly in Zbrush(and not modeled anything). ![]() But the problem is I don’t know how exactly to bake Normal/Specular/Diffuse/AO maps for the low poly character which would be used in UE4. I plan to use Maya for Rigging and animating my character. So, I have a High poly sculpted character in Zbrush with all his clothes and accessories as different sub tools. Hello everyone :D, This is my first post here, This might sound like a really noob question but anyway here it goes.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |