Creating Rock Arch by Dimitar Tzvetanov Web: www.artbychrom.com
It is time to add some details on the base pattern of the rock. In that case I am choosing the Crumple brush. Use that brush smart because if you sculpt at one place a couple of time you can get bad results with the polygons below.Then that result will appear in your normal map. So to avoid these poly streches use it easy and you should get something simillar to fig.06
Ok now you can leave your model as it is, it looks good and I have very nice looking results in game by only using these 2 brushes. But in that case I am going to use the noise feature in ZBrush / ZBrush 3.5 and above/. Got to the Tool menu and open the Surface tab. Check the noise button, increase the noise scale and decrease the noise strength. Then you can play with the noise curve. I'm using a curve that is shown on the image. You will see the changes on the mesh. When you are like the result click the "Apply to Mesh button". Too much or too large noise can destroy the form of the object so be carefull. The end result should to look like fig.07
I've made a quick video of the pocess to that point. You can see it at my youtube channel here
Now it's time to export your model to 3ds max or whichever is your favorite app. If you think that the model is too high poly and max can't handle it, Use decimation master plug-in to decrease the mesh poly count /Zbrush 3.5R3 and above/.The plugin is great and works very smart. It keeps maximum detail on the mesh, but decreases the polygons. Go to Zplugin menu and open Decimation master tab. Click on "Pre-process Current" wait a bit/depend of your mesh poly count/ then click on "Decimate Current". The mesh is ready and you can export it from Tool menu.
Now we are in 3ds max. Import the model, wait a bit, it's a high poly you know.. and you will see it in viewport. Now I am using the Pro Optimizer tool to make my low poly model. Forgot to mention I'm using 3ds max 2009 and have the tool via Creativity Extension for 3ds max a set of tools that it's free for users of 3ds max. In other cases if you don't have the tools or if you are using different app you can use Polygon Cruncher stand alone. You can find a video of how to use it at Eat 3d website. Beside the other great videos that they sell, there is a free section and you can find the video there.
Ok we are in max now and you mesh is here. From the drop down menu find the Pro Optimizer. Click on Calculate button and wait. Then enter the amount of vertexes that you want your mesh to be in the Vertex Count field. Something around 700-1000 will be ok. Btw this is the quick method to make a low poly version of your model but this is not the exactly right method. It works fine, I have used it in 3 games to this moment, but it depends on your game company. Also it is not good for characters where the animator will need good topology on the mesh. It is good for rocks, cliffs etc.. but your dev's or the engine that you use may not like it and you will have to make a clean nice and topology correct mesh for low poly version.
There are many ways to do that with ZBrush retopology tools, apps like Topogun /I recommend that/ with 3d max 2010 graphite tools etc... Ok your end result with Pro Optimizer has to be like fig.09B
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