Difference between pages "3D Asset Workflow: Concepting" and "3D Asset Workflow: Sculpting"

From Frozenbyte Wiki
(Difference between pages)
Jump to: navigation, search
m
 
m
 
Line 7: Line 7:
  
 
= Summary =
 
= Summary =
* '''Concepts aren't marketing art per se - it's enough to just communicate the idea'''
+
* Sculpting means creating a highpoly mesh in e.g. ZBrush, which can then be used as a reference model for the lowpoly mesh
* The general goal of concepting a 3D asset first is to make sure that '''the assets are as usable and efficient to the level artists as possible'''
+
** '''The highpoly mesh is never used in the game as is''', but its information will be baked onto the game-friendly lowpoly mesh
* '''Concepting a 3D asset is an umbrella term for:'''
+
* [[3D_Asset_Workflow:_Troubleshooting#Sculpting|Troubleshooting]]
# Sketching a concept in 2D
 
# Photobashing
 
# Making a '''base mesh''', i.e. blocking the asset roughly in 3D
 
#* '''Can also be done as a second step for either of the above''', to help the [[3D Asset Workflow: Sculpting|sculpting]] and [[3D Asset Workflow: Retopology|retopoing]] process later on
 
  
= Concepting Workflow Steps =
+
== Sculpting Workflow Steps ==
== First and Foremost ==
+
# [[3D_Asset_Workflow:_Sculpting#Using_a_base_mesh:|Prepare a base mesh in Modo]] OR start with a primitive shape in ZBrush
* If the asset is a blockset (consists of a larger set of pieces, that are used together to build big areas), make sure to follow the guidelines in [[3D Asset Workflow: Blocksets]]
+
#* You can also recycle models you have done before to speed up the process
* For bigger sets that use e.g. [[3D Asset Workflow: Tile Textures and Trimsheets|tile textures and trimsheets]], '''they should be planned at this stage already'''
+
# Make sure you have everything in the '''correct scale''' from the very beginning - it helps to have a character model from the game you are working on as a subtool in your scene
 +
#* ''For reference, the characters in the Trineverse games are 2m tall''
 +
# '''Keep the resolution of the mesh as low as possible at first''', until the '''general shape''' is established
 +
#* Show this version to the AD '''before''' adding more subdivisions and details, as it's '''easier to make possibly required changes at this point rather than later'''
 +
# '''Keep the big picture in mind at all times!'''
 +
#* If your model (or set of models) consists of several pieces, make all of them as a '''rough low res version''' first, NOT one piece at a time from start to finish
 +
# '''Keep checking the asset from the distance in which it's probably seen in the game''', to make sure the '''detail level is not too dense''' and '''the silhouette is readable'''
 +
#* If some of the detail work is smaller than one pixel on the screen, it's be unreadable and might flicker
 +
# Once the asset is otherwise finished, it is usually a good idea to add a layer of '''damage and scratches''' etc
 +
#* Leep in mind the possible mirroring and tiling of the UVs
 +
#** Big dents and other details will repeat if you are not careful!
 +
# Trine style assets should be crooked and not exactly symmetrical, but '''keep the sculpt version symmetrical if possible, so that the retopo is easy to do'''
 +
#* It'll be much easier to have a clean symmetrical sculpt to retopo and bake, and modify the final textured lowpoly mesh to be bent, crooked and unsymmetrical
 +
# Once you are happy with the sculpt, use Decimation Master to make the mesh lower resolution while keeping the details
 +
#* You can '''decimate''' to the point just before it starts to show too much (keep the game camera distance in mind here too)
 +
#** You can use this decimated mesh for both '''retopo in Modo''' and '''baking in the Substance Painter'''
 +
# '''Name all your subtools'''
 +
#* They should have a suffix, e.g. _hp or _high, to separate them from their lowpoly counterparts when [[3D Asset Workflow: Baking|baking]]
 +
# '''[[3D_Asset_Workflow:_Sculpting#Exporting_from_Zbrush|FBX Export]]''' the subtools to one FBX, which contains all your highpoly meshes
 +
#* If the model's scale is off, check [[3D_Asset_Workflow:_Troubleshooting#The_model.27s_scale_is_off_when_exporting_from_ZBrush_to_a_different_program|troubleshooting]]
 +
# '''Import to Modo for retopoing'''
  
== Research ==  
+
= Sculpting Tips & Tricks =
# If there aren't any existing plans or concepts for the asset, '''discuss with the AD and the level artists about what is wanted'''
+
* ZBrush can feel a bit intimidating for a beginner, but there are tons and tons of free learning material online
#* Research any materials related to the asset
+
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #e6f2ff; border-width:2px; border-radius:10px; margin: 5px;">
#* If there are existing concepts, use them as a starting point
+
Good sites for more ZBrush info
# Look through the level's wiki page to '''get a good idea of the context where the asset will be used'''
+
<div class="mw-collapsible-content">
#* Pay attention to the '''the general shape language''' of the level
+
** [http://pixologic.com/zclassroom/ ZClassroom]
#** Are the forms curvy, straight, round, sharp, angular, thick, thin, horizontal, vertical?
+
** [https://www.youtube.com/results?search_query=zbrush+tutorial YouTube]
#** How are the decorative details on different concepts, if there are any?
+
*** For example:
# If there is an actual level already created, or '''assets that are made for that same level''', check them
+
*** [https://www.youtube.com/playlist?list=PLkzopwqcFevYqrk_0MKIaUwrWYILzYsp6 Intro to ZBrush]
#* You can also try to see if there are already similar assets that you might have planned to make for your asset set, to make sure you're not making 1:1 duplicates of them
+
*** [https://www.youtube.com/user/Pavlovich2005/feed Michael Pavlovich zbrush tricks and hardsurface stuff]
#** This can be done e.g. in the Editor by searching some general asset name from the TypeTree
+
</div>
# Think about the '''story of the asset'''
+
</div>
#* Is it old or young/new, what is the nature of it, the environment it will be used in etc?
+
* Everybody has their own way of working in ZBrush
#* What's the history of the asset, how does all this affect to the look of the asset?
+
** You can use any techniques you want and it's fine, as long as the resulting model looks good!
# Search for '''reference images''' online
+
 
#* Analyze the reference images, '''combine ideas''', and come up with a general idea for the asset
+
== How to Start Sculpting in ZBrush ==
#* Pick images that have any nice usable ideas that you like - they don’t have to be perfect and often aren't. That's where the concept art steps in!
+
* This guide image is meant for people '''who aren't familiar with the program''', so this can make the very first steps much easier
 +
* Here you can also see one way of customizing your ZBrush layout and the brushes this artist uses most often
 +
** Customizing your layout is really important for quick and smooth working, so don't be afraid to do it!
 +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #e6f2ff; border-width:2px; border-radius:10px; margin: 5px;">
 +
'''How to customize your ZBrush's layout for better workflow'''
 +
<div class="mw-collapsible-content">
 +
* Editing the positions of the different interface buttons etc can be done in the customization mode: Preferences -> Config -> Enable Customize
 +
** Now with holding CTRL+ALT, you can drag and drop different features from the menus to your custom setup on the sides of the viewport, and rearrange their positions too
 +
* When you are done, remember to turn the Enable Customize mode off and Config -> Store Config and Save UI
 +
</div>
 +
</div>
 +
[[File:How to start sculpting in zbrush.jpg|1000px|center]]
 +
 
 +
== Using a Base Mesh ==
 +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #e6f2ff; border-width:2px; border-radius:10px; margin: 5px;">
 +
'''Guides for using a base mesh'''
 +
<div class="mw-collapsible-content">
 +
* You can use a base mesh you make in Modo before starting the sculpting
 +
** You can also skip this part and start in ZBrush from a basic primitive shape of your choosing
 +
* Base meshes can be useful especially in hard surface modeling
 +
* You can also use some of your old sculpts or models as starting points
 +
** If you often make similar models, like humanoid characters, you might want to start a library of base meshes to make your workflow faster
 +
 
 +
'''Exporting the base mesh from Modo'''
 +
* Separate mesh layers exported from Modo convert automatically to subtools when using FBX, and the scale stays consistent when you use the same format
 +
* Once you have modeled the base mesh, export as FBX from Modo
 +
* In Modo, go to Game Tools tab and use the following settings:
 +
** '''Export file:''' FBX 2014
 +
** '''Export type:''' Export selected
 +
** '''Check only:''' Save Geometry (other settings don't matter at this point)
 +
** '''Units:''' Millimeters (might depend on what is set as default units in Modo)
 +
** '''Scale multiplier:''' 1.0
 +
* Select the mesh layers you want to export and Export As
 +
* '''These settings make sure that the mesh scale stays the same in both Modo and ZBrush'''
 +
[[File:Base_mesh_export.jpg|800px|alt=Export settings|FBX export settings for Zbrush and Substance|center]]
 +
 
 +
'''Importing the base mesh to Zbrush'''
 +
# Go to ZPlugin > FBX ExportImport > Import
 +
# Drag the model to the canvas
 +
# Select '''Edit Mode''' from the top left menu
 +
</div>
 +
</div>
  
[[File:How to use reference images in concepting.jpg|300px|center]]
+
== Sculpting Techniques ==
 +
=== Zbrush Tutorial: Panel Loops Ornament Technique ===
 +
* Great technique for creating surface models and ornaments
 +
** Features are used in this video:
 +
*** Panel Loops
 +
*** Masking
 +
*** Symmetry
 +
*** Morph target (kind of a layer that can be "erased")
  
== Make the concept ==
+
[[File:Zbrush tutorial panel loops ornament technique 01.mp4|1000px|center]]
# Use the best ideas from the possible existing concepts, your reference images, and your imagination - '''never copy stuff 1:1''' from existing reference images
 
# '''3D asset concept art is not marketing art, so don't use time to polish it unnecessarily'''
 
#* It's just to share the idea of the asset with the AD, before using a lot of time to make the final asset
 
# Concentrate on the '''big forms, silhouette, proportions and the overall design'''
 
# Keep the detail level and distribution in balance - have '''small, medium, and large''' detail
 
#* The details can be further specified during the sculpting process (use reference images for this part of the process as well)
 
# Think about the colors of the asset - remember the '''importance of the values'''
 
#* If it's hard to read in [http://www.artofscholes.com/checkingvalues/ true black & white], it'll be hard to read in color as well
 
#* A good concept will make sculpting and texturing easier, and also lets the AD and the team know what you are up to
 
# You can ask for opinions and feedback at any point, but at the very latest '''before you start working on the final sculpt'''
 
  
<gallery widths=600px heights=800px mode="nolines">
+
== Morph Brush ==
File:trine_concept_tips_02.jpg|An example of how to take the idea of the concept further
+
{{#ev:youtube|https://www.youtube.com/watch?v=B_wKwXwjcZs&t=}}
File:trine_concept_tips_01.jpg|3D asset process from the concept to the final asset
+
 
 +
== Sculpting Tip Gallery ==
 +
<gallery widths=400px heights=400px mode="packed">
 +
File:Overpaint_canon_ornaments.jpg|General direction should be simple and all the forms should support that same flow for a clear and readable, flowing design
 +
File:Straight vs crooked.jpg|Shape language: straight v. crooked
 +
File:Trine Flourish Curve Style Guide.jpg|<i>PHOTO:Multiple [[3D_Asset_Workflow:_Sculpting#Sources|Sources]]</i></small>
 +
File:Trine 3D bolts tips 01.jpg|90 degree angled bolt can look very flat when viewed from top directly, while beveled version looks good and three dimensional from all the angles
 +
File:Trine style details sculpt tips.jpg|Details should have depth and not just look like they are drawn on
 +
File:Tree trunk shapes tips.jpg|An example image of adding variation to a tree trunk
 +
File:Tree fow sculpt 3D flow overpaint 2.png|Tree flow example
 +
File:Tree fow sculpt 3D flow overpaint 1.png|Tree flow example
 
</gallery>
 
</gallery>
  
== Concepting Examples ==
+
== Sculpting a Set ==
* Below in the collapsibles there are a few concepting examples for reference
+
 
 +
* Try to always think about the '''most optimal way of creating the set'''
 +
** Don't create unnecessary unique pieces - '''recycle whenever you can!'''
 +
** You can also '''save texture space''' by having [[3D Asset Workflow: Tile Textures and Trimsheets|tile texture or trimsheets]] for the whole set, or just some parts
 +
** You can make a set of only few pieces, and use that to build various assets
 +
*** For example, if you make a chair, you can just make one chair leg
 +
**** After retopoing and UV mapping it, copy & paste the chair leg so that you have four legged chair
 +
* '''Optimizing & recycling is the key!'''
 +
[[File:Modular set recycling.jpg|800px|center]]
 +
 
 +
=== How Many Variations? ===
 +
* Often with environmental 3D assets, the task is to '''sculpt a set of assets that can be used in many ways by the level artists'''
 +
** It can be e.g. a set of trees or a set of modular pieces like fences, that can be '''combined together in several ways to create different arrangements out of the same pieces'''
 +
* With organic stuff like trees, plants, rocks etc., a good amount is usually '''three (3) different variations''' of the same thing
 +
** '''Having too many variations is bad, because more time is used to make them, but not much more value is added to the set'''
 +
** '''Don't make extra variations just in case they are needed''', make the optimal amount and once it's used in the game, we'll know if more variations are needed - only make them if there is a real need
 +
** '''The amount of the asset variations should be optimized as well as the geometry of the model'''
 +
** Level artists can work wonders even with one good rock asset by rotating and scaling it
 +
* To create an optimal set, '''discuss with the level artists and ask what their preferences are'''
 +
** '''It's important to keep general assets quite general looking, as they are used a lot around the levels'''
 +
** If you make three variations of a tree/rock/etc. '''make sure that they are different shape/size with each other''' to get the maximal variation out of them
 +
** '''Make the different sides of one asset look different''', that way you have lots of variation even inside the one asset
 +
*** It can be copied and rotated to make look like a different asset
 +
 
 +
* One asset viewed from four directions = looks like there are four different assets:
 +
[[File:Wrecking ball renders.jpg | 900px|center]]
 +
 
 +
* These three variations of the same type of tree are enough to build a forest
 +
** Notice how they all have different shape but are still quite general:
 +
[[File:Flowertree combined.jpg| 900px|center]]
 +
 
 +
= Exporting from Zbrush =
 +
* When your sculpt is finished and decimated, it needs to be exported from ZBrush
 +
** After that, a lowpoly mesh can be created in Modo via retopoing on top of the highpoly mesh
 +
 
 +
== Decimate ==
 +
* Once you are happy with the sculpt:
 +
# Use Decimation Master to make the mesh lower resolution while keeping the details
 +
#* Decimate your sculpt using Decimation Master in the ZPlugins tab
 +
# You'll first need to pre-process each piece, and then decimate
 +
# You can decimate to the point just before it starts to show too much (keep the game camera distance in mind here too)
 +
 
 +
== Color ID ==
 +
* Apply solid colors to your sculpt using polypaint (Color > FillObject)
 +
* This will later be used as an ID Map in Substance Painter, so '''use the same color when coloring parts that have the same material'''
 +
* If you plan to have only one subtool/retopo mesh, you can also use polygroups instead of polypaint as IDs for faster results, but the same polypaint can be applied across subtools whereas polygroups cannot
 +
# Clean up your subtools
 +
#* Figure out which parts of your sculpt will be separated when baking, and group them up under the same subtools
 +
# Name the subtools consistently
 +
#* Each subtool should have a suffix such as e.g. _hp or _high - it doesn't matter as long as it's the same for all of them
 +
#** This is to separate the highpoly models from their lowpoly counterparts when paking
 +
* An example of subtool naming:
 +
[[File:Subtools.PNG|alt=Subtools|An example of subtool naming|center]]
 +
* A highpoly sculpt with different materials masked using polypaint/vertex color:
 +
[[File:Polypaint.PNG|500px|alt=Vertex color masking|A highpoly sculpt with different materials masked using polypaint/vertex color|center]]
 +
 
 +
== Exporting ==
 +
* You can use either FBX or OBJ for exporting meshes out of ZBrush
 +
** FBX is usually the best option as it '''keeps the separate subtools as separate layers in Modo'''
 +
** OBJ can be used if you '''only have one merged piece''', and you '''don't need to bake any parts separately'''
 +
 
 +
=== Exporting as FBX ===
 
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #e6f2ff; border-width:2px; border-radius:10px; margin: 5px;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #e6f2ff; border-width:2px; border-radius:10px; margin: 5px;">
Concepting Example: Modular Fountain Set Concept Process
+
Exporting as FBX
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
<gallery widths=600px heights=800px mode="nolines">
+
* Export your sculpt using ZPlugin > FBX ExportImport
File:How to use reference images in concepting.jpg
+
* FBX should be used since it retains the polypaint/vertex colors and named subtools in one file
File:Fountain pegasus1.jpg
+
* Use the following settings:
File:Fountain goat1.jpg
+
** '''Visible'''
</gallery>
+
** '''FBX 2014'''
<small><i>How to use reference images in concepting</i><br>
+
** '''bin'''
<i>PHOTO:Multiple [[3D_Asset_Workflow:_Concepting#Sources|Sources]]</i></small>
+
** '''MayaYUp'''
</div></div>
+
* Then the FBX can be imported to Modo for [[3D Asset Workflow: Retopology|retopo]]
 +
** In Modo's FBX import dialogue, leave '''load mesh smoothness''' unchecked
 +
*** Zbrush adds two subdivisions to the FBX export - unchecking smoothness removes this
 +
** There might be some scale issues when exporting as FBX, check the [[3D_Asset_Workflow:_Troubleshooting#The_model.27s_scale_is_off_when_exporting_from_ZBrush_to_a_different_program|troubleshooting page]] if this happens
 +
</div>
 +
</div>
  
 +
=== Exporting as OBJ ===
 
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #e6f2ff; border-width:2px; border-radius:10px; margin: 5px;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #e6f2ff; border-width:2px; border-radius:10px; margin: 5px;">
Concepting Example 2: Modular Tree Set Concept Process
+
Exporting as OBJ
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
'''Planning the separate Assets'''
+
* One subtool can be exported as an OBJ
* A good way to start planning an asset is to collect all the info you have first, and then start concepting. The more complicated and big the asset task is, the more preparations are needed in the planning phase
+
* It's done from the Tools menu "Import", and by selecting the file format OBJ
** First you can just concept different things you think would be useful
+
* '''OBJ format doesn't have layers like the FBX format'''
** Once you think you have everything down, you can check if some of the stuff could be recycled between your different models to save time
+
* OBJ scales should work nicely as is when exporting from ZBrush and importing to Modo
** There is no point in having different models for something that would work as well with just one model in every situation needed, so only make variations that are different enough
+
* Then the OBJ can be imported to Modo for [[3D Asset Workflow: Retopology|retopo]] ("Import as static mesh" option recommended)
[[File:Modular tree trunk set plan.jpg|1200px]]<br>
+
</div>
'''Making Quick Rough Models for Testing Before Finalizing the Assets'''
+
</div>
* Sometimes it can be hard for the level artists to say if some assets will be useful or not, and how they could be improved based on only the 2D concept image
+
 
** For complicated sets it's a very effective method to first make the planned pieces very quickly and roughly and let the level artists test them
+
== About export scales ==
** Testing the assets before finalizing them can be a life saver, as some assets might end up being totally useless
+
* [[3D_Asset_Workflow:_Troubleshooting#The_model.27s_scale_is_off_when_exporting_from_ZBrush_to_a_different_program|Troubleshooting]]
* Here is an example of super rough models that were first made, but decided not to be used as level artists noticed it would be better to have whole tree trunk pieces instead of these smaller pieces
+
* ZBrush uses Mystery Units™ and doesn't recognize the metric system
[[File:Modular tree trunk set trash models.jpg|600px]]<br>
+
** '''What ZBrush calls "scale" is actually the size of the ZTool's bounding box in Mystery Units™'''
* After level artists' feedback the pieces were scrapped and new ones created, not much time was lost as the pieces were done very quickly
+
* In general, we use millimeters for everything, but other units should work as well - '''as long as they are always the same across all applications'''
[[File:Modular tree trunk set trash models2.jpg|600px]]<br>
+
** 1 unit -> scaled to 1000 units = 1000mm = 1m
* Once these were tested and confirmed working the finalized detailed assets could be made
+
** To fix this, once you are ready to export, go to Tool -> Export -> Scale
** Also similar test models of the branches were added for the same purpose
+
[[File:Zbrush fbx export scale.png|ZBrush FBX export scale for a program that uses millimeters as a default scale]]
** Here are the test pieces and how the level artist tested them
+
 
[[File:Modular tree trunk set trash models3.jpg|600px]]<br>
+
= Updating ZBrush =
[[File:Trine4 modular tree set wip pieces level artist test.png|600px]]<br>
+
* There are two kinds of updates for ZBrush:
* These ended up being the final pieces needed for the set
+
** Smaller updates that can be done with the ZUpgrader.exe found in the Program files (For example: C:\Program Files\Pixologic\ZBrush 2022)
[[File:Modular tree trunk set trash models sculpt 3.jpg|600px]]<br>
+
** Bigger updates where the version number changes (For example from version 2021 to version 2022) and for these the ZBrush needs to be completely re-installed
</div></div>
+
* When updating ZBrush to a completely new version, you need to make some effort to get the settings from the old version to the new version
 +
 
 +
== The UI and Hotkeys settings ==
 +
* In the old/current version of ZBrush, make sure all your settings are up to date and saved
 +
** Preferences -> Config -> Save UI
 +
** Preferences -> Hotkeys -> Save
 +
 
 +
* In the new version of ZBrush you can then load the UI and Hotkeys settings you saved from the old version
 +
** Preferences -> Config -> Load Ui -> Load the file you just saved in the previous version -> Store Config (to save as the default in startup)
 +
** Preferences -> Hotkeys -> Load -> Load the file you just saved in the previous version -> Store (to save as the default in startup)
  
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #e6f2ff; border-width:2px; border-radius:10px; margin: 5px;">
+
== Plugins, Custom Brushes, Custom Materials, Custom Alphas ==
Determining the Assets of a Set Based on Existing Concept Art
+
* Still missing from the latest version are the
<div class="mw-collapsible-content">
+
** Plugins
[[File:3d_workflow_determining_asset_set_pieces_based_on_concepts.png|1000px]]
+
** Custom Brushes
</div></div>
+
** Custom Materials
 +
** Custom Alphas
 +
# Go to the previous version's startup folder (for example C:\Program Files\Pixologic\ZBrush 2021\ZStartup)
 +
# Copy the custom plugins from the startup folder (for example C:\Program Files\Pixologic\ZBrush 2021\ZStartup\ZPlugs64) and paste them to the new version's equivalent folder (for example C:\Program Files\Pixologic\ZBrush 2021\ZStartup\ZPlugs64)
 +
# Do the same for the Alphas, BrushPresets and Materials and any other possible customized things that you might have in the old version
 +
#* For the ZbBush default things it's best to keep the new things and '''not replace them with the older versions''' in case there might be some changes in the new version
 +
#* For example don't replace the ZStartup -> ZPlugs64 new version folder (For example TransposeMasterData_2022) with the older version (For example TransposeMasterData_2021), those have the version year number in the end for a reason.
 +
# If you start getting some weird pop ups about missing files when opening the new version of ZBrush, it might be that you have some old version folders accidentally copied to the new ZbBush folders
  
= Frozenbyte concept art examples =
+
== Other settings ==
* These are all concepts made by the 3D artists who also created the final game model so it's up to each artist how far they feel like they want to design in the concept phase
+
* Document:
 +
** Adjust up the Width and Height -> Resize to cover the full viewport area
 +
** Bg color: Range 0
 +
** Save as Startup Doc (The settings will be saved as default)
 +
* Material -> Save As Startup Material
 +
** Select a material you want to always be the default when opening ZBrush
  
 +
= Frozenbyte sculpt examples =
 
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #e6f2ff; border-width:2px; border-radius:10px; margin: 5px;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #e6f2ff; border-width:2px; border-radius:10px; margin: 5px;">
Concept art gallery
+
Highpoly model gallery
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
<gallery widths=300px heights=300px mode="nolines">
 
<gallery widths=300px heights=300px mode="nolines">
File:Amadeus concept.png | Here only the front of the character was designed during the concepting, the rest was figured out during the sculpting
 
File:Mistymountainsboss sketch.jpg | Here only the look of the character was decided in the concept art and the colors for the final model were designed during the texturing phase
 
File:Siamese warlock concept.png| Here only the front of the character was designed during the concepting, the rest was figured out during the sculpting
 
File:Healer wizard concept.jpg | Here only the front of the character was designed during the concepting, the rest was figured out during the sculpting
 
File:Ice wizard concept.png | Here both the front and back of the character are designed so the sculpting process was faster for that part
 
File:Hanging lantern concept 3.jpg | Often a simple concept gets the job done
 
  
File:Deer concept 01.png | Sometimes it's ok to take the concept further, then it can be used possibly in marketing too
+
File:Amadeus sculpt screenshots fullbody 01.png
File:Possessed boss concept.png | With a complicated asset it's useful to solve most of the design problems in the concept phase
+
File:Amadeus sculpt screenshots head 01.png
File:Christmas sarek.jpg | In some cases the mood and feeling of the character can be brought out more than the actual details
+
 
File:Goody good concept.jpg | Different ideas for the character
+
File:Beam set sculpt.jpg
File:Kappa concepts 2.png | Here are different ideas for the character, the one on the left was chosen to be made into the final game asset
+
File:General items sculpt.jpg
File:Redwood logs shot.png | Here you can see the concept and the final asset set based on that
+
File:Pumpkings.jpg
File:Orrery sketch.png | Scale is important, here the asset seems a little bit too small compared to the character but it can be fixed before sculpting phase and time is saved
+
File:Undergrowth plant 03.jpg
File:Broomstick watering can bucket concepts.png | It's very much recommended to keep the scale of the assets in mind right from the beginning of the design process
+
File:Lakka new 02.jpg
File:Book lift concept.jpg |A concept for an environment asset can be just a crude scribble over a screenshot
+
File:SpruceRender03.jpg
 +
File:MoonlitForestVegetationSculpts01.jpg
 +
File:BadgersHerbs 02.jpg
 +
File:PineBranch01Render01.jpg
 +
File:Tree sculpt3.jpg
 +
File:Peacock4.jpg
 +
File:BadgersKitchenItems sculpts01.jpg
 +
 
 +
File:Warlock wizard sculpt screenshots full body.png
 +
File:Warlock wizard sculpt screenshots head.png
 +
File:Healer sculpt1.png
 +
File:Healer sculpt head1.png
 +
File:Ice wizard sculpt screenshots full body.jpg
 +
File:Ice wizard sculpt screenshots head.jpg
 +
 
 +
File:Enforcer sculpt ct.png
 +
File:Tundrahumanoid hipo.jpg
 +
File:Mistymountainsboss wip.jpg
 +
 
 +
File:Possessed boss sculpt wip 01.png
 +
File:Kiltti kappa.png
 +
 
  
 
</gallery>
 
</gallery>
Line 132: Line 300:
 
=Sources=
 
=Sources=
 
<small>
 
<small>
[PHOTO: How to use reference images in concepting.jpg] - Source list :<br>
+
[PHOTO: Trine Flourish Curve Style Guide.jpg] - Source list :<br>
*Img. 1. [(311) Pinterest] https://fi.pinterest.com/pin/557883472571184162/ (accessed June 5, 2018)<br>
+
*Img. 1. [Barcelona Steel Door] https://www.pinterest.de/pin/293367363199673143/ (accessed June 5, 2018)<br>
*Img. 2. [Garda Three Tier Pond Fountain] https://www.outdoorartpros.com/collections/tiered-outdoor-fountains/products/garda-three-tier-pond-fountain (accessed June 6, 2018)
+
*Img. 2. [STD Privacy Gates - ALLIED GATE companyALLIED GATE company] http://www.alliedgate.com/irongates/iron-gate-photos/std-privacy-gates/ (accessed June 6, 2018)
*Img. 3. [Water Fountains, Front Yard and Backyard Designs] http://www.lushome.com/water-fountains-front-yard-backyard-designs/52334 (accessed June 6, 2018)
+
*Img. 3. [Андрій Метельський - Різьба по дереву - різних майстрів. | OK] https://ok.ru/andry.metelsky/album/582642885456/582712663376 (accessed June 6, 2018)
*Img. 4. [Bronze Fountain Statuary] http://www.specialtyfountains.com/bronze_fountains.html (accessed June 6, 2018)
 
*Img. 5. [FONTAINES POUR JARDIN ROMANA – FFBarbecues] https://www.ffbarbecues.com/produit/fontaines-pour-jardin-romana/ (accessed June 6, 2018)
 
*Img. 6. [Nyc Public Library Photo, Stock Photo of NYC Public Library, Phillip Colla Natural History Photography] http://www.oceanlight.com/spotlight.php?img=11155 (accessed June 5, 2018)
 
*Img. 7. [Robed angel looking down | Monceau | Flickr] https://www.flickr.com/photos/monceau/6291672868 (accessed June 6, 2018)
 
*Img. 8. [Giant lion sculpture] http://www.chinadaily.com.cn/china/2007-05/08/content_868100.htm (accessed June 6, 2018)
 
*Img. 9. [(NO NAME)] no website (accessed June 5, 2018)
 
*Img. 10. [Palermo e dintorni ma anche...: maggio 2009] http://palermodintorni.blogspot.com/2009/05/ (accessed June 6, 2018)
 
 
</small>
 
</small>

Revision as of 16:40, 28 July 2023

3D Asset Workflow

Summary

  • Sculpting means creating a highpoly mesh in e.g. ZBrush, which can then be used as a reference model for the lowpoly mesh
    • The highpoly mesh is never used in the game as is, but its information will be baked onto the game-friendly lowpoly mesh
  • Troubleshooting

Sculpting Workflow Steps

  1. Prepare a base mesh in Modo OR start with a primitive shape in ZBrush
    • You can also recycle models you have done before to speed up the process
  2. Make sure you have everything in the correct scale from the very beginning - it helps to have a character model from the game you are working on as a subtool in your scene
    • For reference, the characters in the Trineverse games are 2m tall
  3. Keep the resolution of the mesh as low as possible at first, until the general shape is established
    • Show this version to the AD before adding more subdivisions and details, as it's easier to make possibly required changes at this point rather than later
  4. Keep the big picture in mind at all times!
    • If your model (or set of models) consists of several pieces, make all of them as a rough low res version first, NOT one piece at a time from start to finish
  5. Keep checking the asset from the distance in which it's probably seen in the game, to make sure the detail level is not too dense and the silhouette is readable
    • If some of the detail work is smaller than one pixel on the screen, it's be unreadable and might flicker
  6. Once the asset is otherwise finished, it is usually a good idea to add a layer of damage and scratches etc
    • Leep in mind the possible mirroring and tiling of the UVs
      • Big dents and other details will repeat if you are not careful!
  7. Trine style assets should be crooked and not exactly symmetrical, but keep the sculpt version symmetrical if possible, so that the retopo is easy to do
    • It'll be much easier to have a clean symmetrical sculpt to retopo and bake, and modify the final textured lowpoly mesh to be bent, crooked and unsymmetrical
  8. Once you are happy with the sculpt, use Decimation Master to make the mesh lower resolution while keeping the details
    • You can decimate to the point just before it starts to show too much (keep the game camera distance in mind here too)
      • You can use this decimated mesh for both retopo in Modo and baking in the Substance Painter
  9. Name all your subtools
    • They should have a suffix, e.g. _hp or _high, to separate them from their lowpoly counterparts when baking
  10. FBX Export the subtools to one FBX, which contains all your highpoly meshes
  11. Import to Modo for retopoing

Sculpting Tips & Tricks

  • ZBrush can feel a bit intimidating for a beginner, but there are tons and tons of free learning material online
  • Everybody has their own way of working in ZBrush
    • You can use any techniques you want and it's fine, as long as the resulting model looks good!

How to Start Sculpting in ZBrush

  • This guide image is meant for people who aren't familiar with the program, so this can make the very first steps much easier
  • Here you can also see one way of customizing your ZBrush layout and the brushes this artist uses most often
    • Customizing your layout is really important for quick and smooth working, so don't be afraid to do it!

How to customize your ZBrush's layout for better workflow

  • Editing the positions of the different interface buttons etc can be done in the customization mode: Preferences -> Config -> Enable Customize
    • Now with holding CTRL+ALT, you can drag and drop different features from the menus to your custom setup on the sides of the viewport, and rearrange their positions too
  • When you are done, remember to turn the Enable Customize mode off and Config -> Store Config and Save UI
How to start sculpting in zbrush.jpg

Using a Base Mesh

Guides for using a base mesh

  • You can use a base mesh you make in Modo before starting the sculpting
    • You can also skip this part and start in ZBrush from a basic primitive shape of your choosing
  • Base meshes can be useful especially in hard surface modeling
  • You can also use some of your old sculpts or models as starting points
    • If you often make similar models, like humanoid characters, you might want to start a library of base meshes to make your workflow faster

Exporting the base mesh from Modo

  • Separate mesh layers exported from Modo convert automatically to subtools when using FBX, and the scale stays consistent when you use the same format
  • Once you have modeled the base mesh, export as FBX from Modo
  • In Modo, go to Game Tools tab and use the following settings:
    • Export file: FBX 2014
    • Export type: Export selected
    • Check only: Save Geometry (other settings don't matter at this point)
    • Units: Millimeters (might depend on what is set as default units in Modo)
    • Scale multiplier: 1.0
  • Select the mesh layers you want to export and Export As
  • These settings make sure that the mesh scale stays the same in both Modo and ZBrush
Export settings

Importing the base mesh to Zbrush

  1. Go to ZPlugin > FBX ExportImport > Import
  2. Drag the model to the canvas
  3. Select Edit Mode from the top left menu

Sculpting Techniques

Zbrush Tutorial: Panel Loops Ornament Technique

  • Great technique for creating surface models and ornaments
    • Features are used in this video:
      • Panel Loops
      • Masking
      • Symmetry
      • Morph target (kind of a layer that can be "erased")

Morph Brush

Sculpting Tip Gallery

Sculpting a Set

  • Try to always think about the most optimal way of creating the set
    • Don't create unnecessary unique pieces - recycle whenever you can!
    • You can also save texture space by having tile texture or trimsheets for the whole set, or just some parts
    • You can make a set of only few pieces, and use that to build various assets
      • For example, if you make a chair, you can just make one chair leg
        • After retopoing and UV mapping it, copy & paste the chair leg so that you have four legged chair
  • Optimizing & recycling is the key!
Modular set recycling.jpg

How Many Variations?

  • Often with environmental 3D assets, the task is to sculpt a set of assets that can be used in many ways by the level artists
    • It can be e.g. a set of trees or a set of modular pieces like fences, that can be combined together in several ways to create different arrangements out of the same pieces
  • With organic stuff like trees, plants, rocks etc., a good amount is usually three (3) different variations of the same thing
    • Having too many variations is bad, because more time is used to make them, but not much more value is added to the set
    • Don't make extra variations just in case they are needed, make the optimal amount and once it's used in the game, we'll know if more variations are needed - only make them if there is a real need
    • The amount of the asset variations should be optimized as well as the geometry of the model
    • Level artists can work wonders even with one good rock asset by rotating and scaling it
  • To create an optimal set, discuss with the level artists and ask what their preferences are
    • It's important to keep general assets quite general looking, as they are used a lot around the levels
    • If you make three variations of a tree/rock/etc. make sure that they are different shape/size with each other to get the maximal variation out of them
    • Make the different sides of one asset look different, that way you have lots of variation even inside the one asset
      • It can be copied and rotated to make look like a different asset
  • One asset viewed from four directions = looks like there are four different assets:
Wrecking ball renders.jpg
  • These three variations of the same type of tree are enough to build a forest
    • Notice how they all have different shape but are still quite general:
Flowertree combined.jpg

Exporting from Zbrush

  • When your sculpt is finished and decimated, it needs to be exported from ZBrush
    • After that, a lowpoly mesh can be created in Modo via retopoing on top of the highpoly mesh

Decimate

  • Once you are happy with the sculpt:
  1. Use Decimation Master to make the mesh lower resolution while keeping the details
    • Decimate your sculpt using Decimation Master in the ZPlugins tab
  2. You'll first need to pre-process each piece, and then decimate
  3. You can decimate to the point just before it starts to show too much (keep the game camera distance in mind here too)

Color ID

  • Apply solid colors to your sculpt using polypaint (Color > FillObject)
  • This will later be used as an ID Map in Substance Painter, so use the same color when coloring parts that have the same material
  • If you plan to have only one subtool/retopo mesh, you can also use polygroups instead of polypaint as IDs for faster results, but the same polypaint can be applied across subtools whereas polygroups cannot
  1. Clean up your subtools
    • Figure out which parts of your sculpt will be separated when baking, and group them up under the same subtools
  2. Name the subtools consistently
    • Each subtool should have a suffix such as e.g. _hp or _high - it doesn't matter as long as it's the same for all of them
      • This is to separate the highpoly models from their lowpoly counterparts when paking
  • An example of subtool naming:
Subtools
  • A highpoly sculpt with different materials masked using polypaint/vertex color:
Vertex color masking

Exporting

  • You can use either FBX or OBJ for exporting meshes out of ZBrush
    • FBX is usually the best option as it keeps the separate subtools as separate layers in Modo
    • OBJ can be used if you only have one merged piece, and you don't need to bake any parts separately

Exporting as FBX

Exporting as FBX

  • Export your sculpt using ZPlugin > FBX ExportImport
  • FBX should be used since it retains the polypaint/vertex colors and named subtools in one file
  • Use the following settings:
    • Visible
    • FBX 2014
    • bin
    • MayaYUp
  • Then the FBX can be imported to Modo for retopo
    • In Modo's FBX import dialogue, leave load mesh smoothness unchecked
      • Zbrush adds two subdivisions to the FBX export - unchecking smoothness removes this
    • There might be some scale issues when exporting as FBX, check the troubleshooting page if this happens

Exporting as OBJ

Exporting as OBJ

  • One subtool can be exported as an OBJ
  • It's done from the Tools menu "Import", and by selecting the file format OBJ
  • OBJ format doesn't have layers like the FBX format
  • OBJ scales should work nicely as is when exporting from ZBrush and importing to Modo
  • Then the OBJ can be imported to Modo for retopo ("Import as static mesh" option recommended)

About export scales

  • Troubleshooting
  • ZBrush uses Mystery Units™ and doesn't recognize the metric system
    • What ZBrush calls "scale" is actually the size of the ZTool's bounding box in Mystery Units™
  • In general, we use millimeters for everything, but other units should work as well - as long as they are always the same across all applications
    • 1 unit -> scaled to 1000 units = 1000mm = 1m
    • To fix this, once you are ready to export, go to Tool -> Export -> Scale

ZBrush FBX export scale for a program that uses millimeters as a default scale

Updating ZBrush

  • There are two kinds of updates for ZBrush:
    • Smaller updates that can be done with the ZUpgrader.exe found in the Program files (For example: C:\Program Files\Pixologic\ZBrush 2022)
    • Bigger updates where the version number changes (For example from version 2021 to version 2022) and for these the ZBrush needs to be completely re-installed
  • When updating ZBrush to a completely new version, you need to make some effort to get the settings from the old version to the new version

The UI and Hotkeys settings

  • In the old/current version of ZBrush, make sure all your settings are up to date and saved
    • Preferences -> Config -> Save UI
    • Preferences -> Hotkeys -> Save
  • In the new version of ZBrush you can then load the UI and Hotkeys settings you saved from the old version
    • Preferences -> Config -> Load Ui -> Load the file you just saved in the previous version -> Store Config (to save as the default in startup)
    • Preferences -> Hotkeys -> Load -> Load the file you just saved in the previous version -> Store (to save as the default in startup)

Plugins, Custom Brushes, Custom Materials, Custom Alphas

  • Still missing from the latest version are the
    • Plugins
    • Custom Brushes
    • Custom Materials
    • Custom Alphas
  1. Go to the previous version's startup folder (for example C:\Program Files\Pixologic\ZBrush 2021\ZStartup)
  2. Copy the custom plugins from the startup folder (for example C:\Program Files\Pixologic\ZBrush 2021\ZStartup\ZPlugs64) and paste them to the new version's equivalent folder (for example C:\Program Files\Pixologic\ZBrush 2021\ZStartup\ZPlugs64)
  3. Do the same for the Alphas, BrushPresets and Materials and any other possible customized things that you might have in the old version
    • For the ZbBush default things it's best to keep the new things and not replace them with the older versions in case there might be some changes in the new version
    • For example don't replace the ZStartup -> ZPlugs64 new version folder (For example TransposeMasterData_2022) with the older version (For example TransposeMasterData_2021), those have the version year number in the end for a reason.
  4. If you start getting some weird pop ups about missing files when opening the new version of ZBrush, it might be that you have some old version folders accidentally copied to the new ZbBush folders

Other settings

  • Document:
    • Adjust up the Width and Height -> Resize to cover the full viewport area
    • Bg color: Range 0
    • Save as Startup Doc (The settings will be saved as default)
  • Material -> Save As Startup Material
    • Select a material you want to always be the default when opening ZBrush

Frozenbyte sculpt examples

Highpoly model gallery

Sources

[PHOTO: Trine Flourish Curve Style Guide.jpg] - Source list :