Hello everyone!
The last days we at www.estudiomedicci.com wanted to make time for experimenting and trying new things. So today I would like to show you my experience mixing Blender, Zbrush and 3D Coat.
I started with a cube in Blender using the Dynamic topology sculpting tool. I was able to verify how practical, simple and effective the tool was. But I realized that my computer was turning a bit slow beacause of the high polygon amount.
That’s why I thought it could be a good idea to try the auto retopo tool of Zbrush. Once I used the ZRemesher, I projected the information from the blender model over the Zbrush model and from there I exported the character, the normal map and the albedo. I tried rendering it in Blender with the new Principled Shader. Which I found spectacular, very simple and also very realistic. With the color and the normal map only, the model looked very well. After a few days I thought to continue trying a little more and I went to texturize it in 3D Coat, where you can paint all the channels in a single step. I returned with these new textures to Blender and re-rendered the model.
My conclusions:
After trying all this is I think Cycles, the Denoising filter and the Principled shader are very practical and very time accelerators. Also that the Blender sculpting tool is very simple, practical and fast, and finally that if Blender had an automatic Retopo like Zbrush could be a great advance for making art for Videogames. Congratulations to the entire development team and I hope these comments from my experience would be useful.
Greetings to the whole Blender community!
More Posts on: https://medicciblog.wordpress.com/
This is another example of 3D Game Art Outsourcing that we can offer to other Video Game developer companies.
For retopo you should try “instant meshes”. If you simply must keep the polycount low, then blender’s modifier ‘Decimate’ can do the trick while preserving much of details.
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TUSK, thanks for the tip! Cheers!
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