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1
Using ZBrush to
Facilitate Smarter
Production
Z B r u s h S u m m i t
2 0 1 8
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2
Who Am I
• Michael Pavlovich,
Principal Artist
• “Sandbox”specialist
(Characters, Weapons,
Vehicles)
• If it moves, we can make
it
2
3
2007 2008 2010 2012 2018201620142011 2013 2017
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4
#1 You do NOT talk about projects
#2 You do NOT TALK ABOUT PROJECTS
#3 If someone yells “Stop!,” goes limp, taps out, the project status meeting
is over
#4 Two scoops coffee grounds to a pot
#5 One breakfast taco at a time
#6 Graphic T shirt, flip flop shoes
#7 Bathroom breaks will go on as long as they need to
#8 If this is your first night at Game Dev Club, you have to UV
4
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Rapid Iteration: Characters
• GDC 2015: Blurring Concept and & Production Art
• Failure is ok, but fail fast, and use that point of reference to always move toward
success (vertical iteration, NOT horizontal blue sky)
• Always evaluate in context (in engine),don’t spend valuable time on assets or
details that have no value
5
Sketch Sketch
Refine
Form
Refine
Detail
10 min Couple of Hours
Let ZRemesher do
the heavy lifting!
(Part1)
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Rapid Iteration: Weapons
• In context is even more important— 1st and 3rd
person asset evaluation from in-engine camera. 1st
person assets need the MOST attention!
• Animation and object placement can play a major
role in design, especially in 1st person views. Use
layers while blocking out for previs animation, and
use them often!
11
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Grandma TestWeapon
Refine
14
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• Layer animation (we’ll
talk about this later
with blendshapes)
• Zsphere rigging and
saving Zsphere
poses
ZBRUSH:
• Run DS All / BG All / convert boolean meshes
• Merge visible, color swatch fill
• Subtool > Split into animatable groups
• Name _high, use a 1st subtool null name object
• Zplugin > FBX Export > Visible
• Subtool > All High
• Zplugin > Subtool Master > Do Visible > resolve duplicate names
• Zrepeat it > Dynamesh 1500 (or whatever level holds the forms) if you want an “envelope” with no interior
faces
• Alternative: gizmo deformer Remesh by Union
• Take desired end count, divide by your poly total, and pre-process > decimate all at that percentage (double
point count to get polycount)
• Example:
• Desired Polycount: 15k tris = Point Count: 30k
• Current Total Points: 3.8mill
• 30,000/3,800,000 = .007894 = 0.79% decimation of all subtools
• Export out subtools _low.fbx
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“Rapid” Iteration:
Drone (…Mech)
• Again, always shoot for vertical
iteration, NOT fruitless horizontal
searching
• “Quickly” creating unsuitable content
= Getting nowhere fast
• You don’t always have to start at the
ground floor—use fundamental
messaging and gameplay
implications to start decision making
“halfway done”.
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Walkin’ Parts
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ZBrushGuides.com
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Refining:
Characters
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• Symmetrical blendshapes with x-symmetry
• Half and Full blendshapes quickly using morph targets
• Swap L & R side blendshapes
• Store morph target of R blendshape layer
• Make new layer, go to Morph Target > Switch
• Mask the R side, go to Deformation > Smart Resym to transfer
that deformation to the L side
• Morph brush the R side back to default vert position
• Add or change polygroups at any time for easy masking
• Layer visibility auto-off on New Layer creation (with the
plugin)
• Quickly and easily test and modify blendshapes as you
go
• Use proxy reference meshes as needed
• Export to Maya as blendshapes with one button press
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Integrating Complex Files:
Subtool Master Multi Append
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Separate Working Files &
Local and World Symmetry
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World Symmetry
Local Symmetry
Working File
Decimated Proxy
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Refining:
Drone Mech
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Working
Light
• Dynamic Subdivisions for the illusion of fidelity
• QGrid, Dynamic Subd, Crease Level
• Live Booleans for Complex shapes and easy game res
proxys
• Use Array Mesh and Nanomesh where you can—less
destructive, editable, and super lightweight
• Source control will love you
72
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Great for visibility,
AND cheaper!
75
Let Zremesher do the heavy lifting! (Part 2)
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World Symmetry
Local Symmetry
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REUSE
REDUCE
RECYLE
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ZSpheres!!
• Base mesh creation
• Scale ref poseable mannequin
• Structural components
• Roll cages
• Support bars
• Transpose master skeleton posing
• ZSketch armature
• Curve control
• …and much, much more!
82
83
Render ZSpheres in
Keyshot?? Yes!
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Controlling
Curves
ZSphere, Bridge, IMM, etc…
Create Your Initial Path
Curves Helper ZPlugin
Skip all that
93
94
Single Twist
You don’t have to use a cylinder!
95
97
Using Scuptris Pro, snakehook, and smooth brush for all your pipe creation needs
Using ZSpheres to create a complex path to control your IMM curve
Using the bend deformer to create a complex path to control your IMM curve
Using the bend deformer to create a complex path to control your IMM curve then
using that IMM curve to create more paths for multiple piggy-back curves, then using
Zspheres to modify that group
Tugging and pulling at the IMM curve until it’s good enough
98
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“ CALISTHENICS
VIDEO
99
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6 Easy Steps to Make a
Cinematic Video
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1. Work in the same building as
amazing talent
2. Guilt that
amazing talent into
helping on their
free time
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3. Go on vacation to the Balkans
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4. Come back to an animated, textured, lit, completed video!
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6. Take all the credit
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Thank You
Let ZRemesher do
the heavy lifting!
(Part1)
• Run DS All / BG All / convert boolean meshes
• Merge visible, color swatch fill
• Subtool > Split into animatable groups
• Name _high, use a 1st subtool null name object
• Zplugin > FBX Export > Visible
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115
• Symmetrical blendshapes with x-symmetry
• Half and Full blendshapes quickly using morph targets
• Swap L & R side blendshapes
• Store morph target of R blendshape layer
• Make new layer, go to Morph Target > Switch
• Mask the R side, go to Deformation > Smart Resym to transfer
that deformation to the L side
• Morph brush the R side back to default vert position
• Add or change polygroups at any time for easy masking
• Layer visibility auto-off on New Layer creation (with the
plugin)
• Quickly and easily test and modify blendshapes as you
go
• Use proxy reference meshes as needed
• Export to Maya as blendshapes with one button press
117
Let Zremesher do the heavy lifting! (Part 2)
118
119
Render ZSpheres in
Keyshot?? Yes!
Click to edit Master title style
120
120
ZSphere, Bridge, IMM, etc…
Create Your Initial Path
Curves Helper ZPlugin
Skip all that
126
Single Twist
You don’t have to use a cylinder!
127
128

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Using ZBrush to Facilitate Smarter Production

  • 1. Click to edit Master title style 1 Using ZBrush to Facilitate Smarter Production Z B r u s h S u m m i t 2 0 1 8
  • 2. Click to edit Master title style 2 Who Am I • Michael Pavlovich, Principal Artist • “Sandbox”specialist (Characters, Weapons, Vehicles) • If it moves, we can make it 2
  • 3. 3 2007 2008 2010 2012 2018201620142011 2013 2017
  • 4. Click to edit Master title style 4 #1 You do NOT talk about projects #2 You do NOT TALK ABOUT PROJECTS #3 If someone yells “Stop!,” goes limp, taps out, the project status meeting is over #4 Two scoops coffee grounds to a pot #5 One breakfast taco at a time #6 Graphic T shirt, flip flop shoes #7 Bathroom breaks will go on as long as they need to #8 If this is your first night at Game Dev Club, you have to UV 4
  • 5. Click to edit Master title style 5 Rapid Iteration: Characters • GDC 2015: Blurring Concept and & Production Art • Failure is ok, but fail fast, and use that point of reference to always move toward success (vertical iteration, NOT horizontal blue sky) • Always evaluate in context (in engine),don’t spend valuable time on assets or details that have no value 5
  • 7. 10 min Couple of Hours
  • 8. Let ZRemesher do the heavy lifting! (Part1)
  • 9.
  • 10. Click to edit Master title style 10
  • 11. Click to edit Master title style 11 Rapid Iteration: Weapons • In context is even more important— 1st and 3rd person asset evaluation from in-engine camera. 1st person assets need the MOST attention! • Animation and object placement can play a major role in design, especially in 1st person views. Use layers while blocking out for previs animation, and use them often! 11
  • 12.
  • 13.
  • 14. Click to edit Master title style 14 Grandma TestWeapon Refine 14
  • 15.
  • 16. Click to edit Master title style 16
  • 17. Click to edit Master title style 17 • Layer animation (we’ll talk about this later with blendshapes) • Zsphere rigging and saving Zsphere poses ZBRUSH:
  • 18.
  • 19. • Run DS All / BG All / convert boolean meshes • Merge visible, color swatch fill • Subtool > Split into animatable groups • Name _high, use a 1st subtool null name object • Zplugin > FBX Export > Visible
  • 20. • Subtool > All High • Zplugin > Subtool Master > Do Visible > resolve duplicate names • Zrepeat it > Dynamesh 1500 (or whatever level holds the forms) if you want an “envelope” with no interior faces • Alternative: gizmo deformer Remesh by Union • Take desired end count, divide by your poly total, and pre-process > decimate all at that percentage (double point count to get polycount) • Example: • Desired Polycount: 15k tris = Point Count: 30k • Current Total Points: 3.8mill • 30,000/3,800,000 = .007894 = 0.79% decimation of all subtools • Export out subtools _low.fbx
  • 21. Click to edit Master title style 21 21
  • 22. Click to edit Master title style 22 22
  • 23. Click to edit Master title style 23 23
  • 24. Click to edit Master title style 24 24
  • 25. Click to edit Master title style 25 25
  • 26. Click to edit Master title style 26 26
  • 27. Click to edit Master title style 27 27
  • 28.
  • 29. “Rapid” Iteration: Drone (…Mech) • Again, always shoot for vertical iteration, NOT fruitless horizontal searching • “Quickly” creating unsuitable content = Getting nowhere fast • You don’t always have to start at the ground floor—use fundamental messaging and gameplay implications to start decision making “halfway done”.
  • 30. Click to edit Master title style 30
  • 31. Click to edit Master title style 31
  • 32. Click to edit Master title style 32
  • 33. Click to edit Master title style 33
  • 34. Click to edit Master title style 34
  • 35. Click to edit Master title style 35 Walkin’ Parts
  • 36. Click to edit Master title style 36
  • 37. Click to edit Master title style 37
  • 38. Click to edit Master title style 38
  • 39. Click to edit Master title style 39
  • 40. Click to edit Master title style 40
  • 41. Click to edit Master title style 41
  • 42. Click to edit Master title style 42
  • 43. Click to edit Master title style 43
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  • 48. Click to edit Master title style 48 ZBrushGuides.com
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  • 57. Click to edit Master title style 57 Refining: Characters
  • 58. Click to edit Master title style 58
  • 59. • Symmetrical blendshapes with x-symmetry • Half and Full blendshapes quickly using morph targets • Swap L & R side blendshapes • Store morph target of R blendshape layer • Make new layer, go to Morph Target > Switch • Mask the R side, go to Deformation > Smart Resym to transfer that deformation to the L side • Morph brush the R side back to default vert position • Add or change polygroups at any time for easy masking • Layer visibility auto-off on New Layer creation (with the plugin) • Quickly and easily test and modify blendshapes as you go • Use proxy reference meshes as needed • Export to Maya as blendshapes with one button press
  • 60. Click to edit Master title style 60
  • 61. Click to edit Master title style 61 Integrating Complex Files: Subtool Master Multi Append 61
  • 62. Click to edit Master title style 62 Separate Working Files & Local and World Symmetry 62 World Symmetry Local Symmetry
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  • 68. Click to edit Master title style 68 Refining: Drone Mech 68
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  • 72. Click to edit Master title style 72 Working Light • Dynamic Subdivisions for the illusion of fidelity • QGrid, Dynamic Subd, Crease Level • Live Booleans for Complex shapes and easy game res proxys • Use Array Mesh and Nanomesh where you can—less destructive, editable, and super lightweight • Source control will love you 72
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  • 74. Click to edit Master title style 74 Great for visibility, AND cheaper!
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  • 76. Let Zremesher do the heavy lifting! (Part 2) 76
  • 77. Click to edit Master title style 77 World Symmetry Local Symmetry
  • 78. Click to edit Master title style 78 REUSE REDUCE RECYLE
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  • 82. Click to edit Master title style 82 ZSpheres!! • Base mesh creation • Scale ref poseable mannequin • Structural components • Roll cages • Support bars • Transpose master skeleton posing • ZSketch armature • Curve control • …and much, much more! 82
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  • 85. Click to edit Master title style 85 Controlling Curves
  • 86. ZSphere, Bridge, IMM, etc… Create Your Initial Path
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  • 94. 94 Single Twist You don’t have to use a cylinder!
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  • 97. 97 Using Scuptris Pro, snakehook, and smooth brush for all your pipe creation needs Using ZSpheres to create a complex path to control your IMM curve Using the bend deformer to create a complex path to control your IMM curve Using the bend deformer to create a complex path to control your IMM curve then using that IMM curve to create more paths for multiple piggy-back curves, then using Zspheres to modify that group Tugging and pulling at the IMM curve until it’s good enough
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  • 99. Click to edit Master title style 99 “ CALISTHENICS VIDEO 99
  • 100. Click to edit Master title style 100 6 Easy Steps to Make a Cinematic Video
  • 101. Click to edit Master title style 101 1. Work in the same building as amazing talent
  • 102. 2. Guilt that amazing talent into helping on their free time
  • 103. Click to edit Master title style 103 3. Go on vacation to the Balkans
  • 104. Click to edit Master title style 104 4. Come back to an animated, textured, lit, completed video!
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  • 106. 6. Take all the credit
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  • 111. Click to edit Master title style 111 Thank You
  • 112. Let ZRemesher do the heavy lifting! (Part1)
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  • 114. • Run DS All / BG All / convert boolean meshes • Merge visible, color swatch fill • Subtool > Split into animatable groups • Name _high, use a 1st subtool null name object • Zplugin > FBX Export > Visible
  • 115. Click to edit Master title style 115
  • 116. • Symmetrical blendshapes with x-symmetry • Half and Full blendshapes quickly using morph targets • Swap L & R side blendshapes • Store morph target of R blendshape layer • Make new layer, go to Morph Target > Switch • Mask the R side, go to Deformation > Smart Resym to transfer that deformation to the L side • Morph brush the R side back to default vert position • Add or change polygroups at any time for easy masking • Layer visibility auto-off on New Layer creation (with the plugin) • Quickly and easily test and modify blendshapes as you go • Use proxy reference meshes as needed • Export to Maya as blendshapes with one button press
  • 117. 117
  • 118. Let Zremesher do the heavy lifting! (Part 2) 118
  • 120. Click to edit Master title style 120 120
  • 121. ZSphere, Bridge, IMM, etc… Create Your Initial Path
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  • 126. 126 Single Twist You don’t have to use a cylinder!
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Editor's Notes

  1. --I’m what we call a “sandbox” artist, so it’ll be more focused on characters, vehicles, and weapons, but we’ll touch on environment techniques as well later on
  2. What is this Project --first rule of game development is, you do not talk about projects --the second rule of game development is, YOU DO NOT TALK ABOUT PROJECTS --convinced CA to let us use a handful of assets for something I’m not talking about to give you a microcosm of some specifics on how  zbrush centric pipeline COULD be utilized --like I mentioned before, I’m a character artist (give or take) so lets start there