![]() If you do a bit more research into each step you will come to a full understanding of what you need to do. This is just about as far as my knowledge goes regarding getting your character into a game using ZBrush, Maya and xNormal. Once again, look around on the net for a more detailed explanation of how this all works. Using xNormal is pretty straight forward, you import both the low and high-poly meshes, adjust the settings to your preference and “bake” out the maps you need. You then apply the new map to your low-poly mesh to get the detail of the original sculpt and import this information into the game engine in a form that it can (hopefully) handle. Because of the limitations of most game engines and current hardware you must use maps known as “normal” or “bump” maps to fake the detail of the originally sculpted mesh.īasically you generate these maps using an application such as xNormal (you can use ZBrush for this also) that calculates the difference between your high-poly sculpt and the retopologized mesh (mentioned above) and the result is a normal or bump map. These are co-ordinates that basically tell your maps how they should fit around your character or mesh. I can’t tell you everything you need to know about retopology because I usually start with an animation ready base mesh and don’t use Maya but just search here at ZBC or on YouTube for the answers.Īssuming that you now have an understanding of the above you must create UV’s. The process can be slow and boring but is essential…that is, until QRemesher for ZBrush is released (google it). You will find retopo tools both in ZBrush and Maya. This step is crucial if you want to have your character move around in the game. If so, you will need to retopologize, creating a lower poly mesh that is designed in a way that is animation ready. I’m assuming that your sculpts contain just one high poly subdivision level? Created with Dynamesh perhaps? ![]() To answer your question, explaining the entire step by step process would take too long but I can point you in the right direction. ![]()
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