Game Development Community

Zbrush and Decimation Master

by Fernando Yi · in Game Design and Creative Issues · 06/21/2011 (4:28 pm) · 5 replies

Hello everyone,

I've been playing with Torque for a while and while I may not much be much of a programmer I am an artist. Now that I am over playing with torque and want to get something actually done I figured I'd start off with rocks. My process is basically -

Zbrush sphere
clay tube
add a bit of noise

I export as an .obj import into blender (reading the forums it was the easiest) and then export to collada. To test this I used the default Zbrush dog and it worked fine, however my rock is not loading at all. Is this because of the noise feature in zbrush? Anyone know of a work around or anything? Thanks.

#1
06/22/2011 (4:15 am)
Does it appear in the editor's model list? Did you try it with other models?
#2
06/22/2011 (7:44 am)
I toyed around some more this morning and found out what exactly causes the problem. However I can't say I'm too happy.

Basically if you are unfamiliar with Zbrush there is a plugin called Decimation Master which takes the poly count of something of 5000k to about 50k. This is a godsend especially for games because we can add more detail then narrow it down with little to no noticeable differences.

So I ran three tests basically spreading apart my process:

http://img.photobucket.com/albums/v232/Codingskillz2/screenshot_001-00001.png

The one to the left was a sphere which I added "clay tube" it worked. The on to the right is the same model but I added a bit of noise - which also worked. At this point I figured it would be the plugin. As you can see the one in the middle is extremely detailed and looks wonderful - the only bad part about it? It's 26 mbs. There is a fourth sphere (the one decimation master is used on but it is invisible) So if anyone has found a work around I'd really appreciate it.
#3
06/22/2011 (12:52 pm)
Ive been using zbrush fairly extensively however you cannot rely soley on zbrush for an efficient game model. My pipeline basically consists of, Base mesh produced in blender-export to detail in zbrush-decimate with decimation master- retopo in topogun, UVW map the low poly, generate normal and AO maps in blender, texture and export to torque.

Its alot of work but not unusual for any game engine really whether you use torque or unreal the pipline for highly detailed assets is still essentially the same and you will have to do some sort of low poly retopology. Decimation master works great for preserving detail and reducing poly counts but is really only meant to give you a model that will not damage performance in your traditional modeling programs and many times has a large number of errors in the model. , also if you look at the topology it is really inefficent for use as a game model, and frankly would be a nightmare to map the UVW's.
#4
06/24/2011 (6:26 am)
Hi Ken. Appreciate the comment. I think where I'm getting stumped is with the whole UV maps. I've read a few places that Zbrush can cause problems with it. Did you find this pipeline by yourself or was there some sort of walk through? Everything you've mentioned sounds good besides the "retopo in topogun". I'll have to look into it, thanks again.
#5
06/24/2011 (9:38 am)
I always UV map after i am through with Zbrush as zbrush can cause havok with the UV information during sculpting. You can also retop in zbrush with zspheres as well though i cannot stand it in 4.0 as i get lost in the mesh which is why i now use topogun out of conveinece and ease of its tool set. Retopo can be done any way in which you wish the only important thing to remember with the new low poly model is to ensure the silouttes match precisely or your bakes wont work.

As to the pipeline question this pipeline is a pretty standard pipeline and their is a wealth of informative tutorials located through all of the standard 3d Artist web rings.
(3dtotal.com, gameartisans.com,polycount.com etc.