Creating Game Assets in ZBrush
ZBrush is a fantastic tool for creating very detailed models, from characters, to props and environments. Software required: ZBrush 4R5, Marmoset Toolbag 1.15.
What you'll learn
ZBrush is a fantastic tool for creating very detailed models, from characters, to props and environments. The powerful sculpting and painting tools allow artists the freedom to create whatever they can imagine. Many times, however, the process of building game-resolution geometry and baking the appropriate maps to reproduce that detail falls to other applications in the pipeline. However, if you don't have access to Maya, 3DS Max, or TopoGun to name a few, ZBrush has all the tools you need to create a low resolution game-type mesh with all the appropriate maps. In this ZBrush tutorial we'll go over techniques for sculpting our initial high-resolution asset: a ceremonial dagger. We'll use DynaMesh, clipping brushes, masking, and a variety of other tools to get our final result. We'll also paint the dagger appropriately. Once that mesh is done, we'll talk about different options in ZBrush for creating a low-resolution mesh derived from the final asset. We'll also create and edit a UV layout in ZBrush, project the detail through, and create our maps. To finish, we'll bring everything into Marmoset Toolbag to see how it will look in real time. In the end, you'll be able to go through the same process on your own meshes without ever leaving ZBrush. Software required: ZBrush 4R5, Marmoset Toolbag 1.15.
Table of contents
- Creating Base Geometry 12m
- Sculpting the Top of the Dagger 9m
- Finishing the Heads 6m
- Adding Ridges to the Handle 7m
- Adding Relief to the Handle 6m
- Creating Dagger Details 12m
- Creating the Curved Detail Section 5m
- Inserting Detailed Pieces 12m
- Finishing the Inserted Detail 9m
- Painting the Dagger 9m
- Creating the Game Resolution Mesh 7m
- Projecting Detail and Creating UVs 7m
- Creating and Exporting Maps 6m
- Reassembling the Asset in Marmoset Toolbag 7m