![]() ![]() You usually don't want to use DM it on stuff that will be animated because the generated topology won't be animator friendly. ![]() Then use the MultiMap Exporter plugin to export your normal map/diffuse/AO/etc maps along w/ a modified base mesh.Ģ) Start sculpting in ZBrush then retopologize using ZBrush/Max/whatever, then bake across your maps using ZBrush or xNormal.įor non-animated stuff, you can use ZBrush's Decimation Master to reduce polycount and it works pretty well. There are two ways you can utilize it:ġ) Create your base mesh in 3ds Max then bring it into ZBrush for sculpting. Most large games use ZBrush at some point in their pipeline now days. ![]() Thanks in advance, I just need to hear the opinions of those who have used Zbrush before I invest in it I looked up Zbrush again recently and after making some comparisons between it and 3ds Max, it really does seem that Zbrush beats 3ds Max when it comes to making organic models (like musclebound monsters, trees with detailed imperfections and the like), while 3ds Max beats Zbrush when it comes to creating mechanical stuff.Īnyway, has anybody here experienced using Zbrush for making a character in a Unity game? It seems that the models from Zbrush contain too much polygons, is there a way to make them have lower polygons? What about animation, can you animate them in Zbrush or did you have to use 3ds Max or another program to animate the character you made for use in Unity? Are there any more advantages or disadvantages? Oh, and is it possible to apply this new "substance" format (from Substance Designer program) on Zbrush models? Hi there! After successfully completing a robot model on 3ds Max, I remembered that back in the day there was a program called Zbrush that seemed to cater more towards creating "organic" models. ![]()
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