1. The document discusses techniques for using ZBrush to streamline 3D character, weapon, and vehicle creation for game development.
2. It emphasizes rapid iteration through quick sketching, prototyping, and testing assets in-engine to evaluate early and often. Failing fast and focusing refinement is key.
3. A variety of ZBrush tools are showcased that can help with iterative workflows like ZRemesher, blendshapes, dynamic subdivision, and ZSphere rigging. Templates and best practices are provided for efficient production.
Decarbonising Commercial Real Estate: The Role of Operational Performance
Using ZBrush to Facilitate Smarter Production
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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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Who Am I
• Michael Pavlovich,
Principal Artist
• “Sandbox”specialist
(Characters, Weapons,
Vehicles)
• If it moves, we can make
it
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#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
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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
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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!
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Grandma TestWeapon
Refine
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• Layer animation (we’ll
talk about this later
with blendshapes)
• Zsphere rigging and
saving Zsphere
poses
ZBRUSH:
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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
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”.
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
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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
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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
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
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
--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
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