Creating Game Characters with ZBrush and TopoGun
In this tutorial, we're going to use ZBrush and TopoGun to convert a very high-resolution female hero character into a lower-resolution, game-type model. Software required: ZBrush 4, TopoGun 1.06.
What you'll learn
In this tutorial, we're going to use ZBrush and TopoGun to convert a very high-resolution, female hero character into a lower-resolution, game-type model. Sculpting applications like ZBrush are great for creating extremely detailed models, complete with surface texture and color. But to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution. TopoGun is a great tool for taking our detailed meshes and allowing us to very intuitively redraw this new topology. In addition, it will allow us to project all of the mesh's detail onto maps. In this way, we can use a lower-resolution version of the model while still having it appear very detailed. We will start the tutorial by preparing and exporting our dense meshes from ZBrush and then bringing those into TopoGun as references. We'll use several tools in TopoGun to literally draw new base geometry right onto the high-resolution meshes. We'll look at several of the tools available and how we can manipulate and change topology once it's been created. Once the topology is done, we'll create UVs for the new pieces and then generate maps for the detail and color information. Once we're done with the tutorial, you'll have created your own game-type character from a very dense sculpt, and you'll have the knowledge you need to repeat the process on your own creations. Software required: ZBrush 4, TopoGun 1.06.
Table of contents
- Preparing the Sculpted Boots 8m
- Preparing the Sculpted Pants 7m
- Preparing the Sculpted Arms 10m
- Preparing the Sculpted Body 7m
- Preparing the Large Belt 6m
- Preparing the Hair 6m
- Creating New Topology for the Boots 12m
- Creating New Topology for the Pants 10m
- Creating New Topology for the Left Arm 11m
- Reusing Geometry in Creating Topology for the Right Arm 5m
- Creating New Topology for the Body 9m
- Finishing the Body Topology 13m
- Creating New Topology for the Belt 7m
- Creating UVs for the Arms 10m
- Creating UVs for the Body 11m
- Finishing the UV Layout 7m
- Generating Maps for the Boots and Legs 8m
- Generating Maps for the Body and Arms 6m
- Assembling Geometry and Setting up Materials 10m
- Adding Finishing Touches to the Model 12m