Wednesday, October 7, 2009

Something little says a lot:

Well, this isn't much to show for a post, but the significance is too great to not mention. Basically, with these little crappy attached images, I have managed to confirm that my new pipeline is going to work! I will now be rapidly detailing my model in Zbrush and rather than re-topologizing the Zbrush model, unwrapping the model, then going back into Zbrush and detailing the new topology, I will simply detail the base mesh in Zbrush, retopologize in 3D studio max and bake the high-res detail onto the low-res mesh using xNormal. The following images are examples of this process and my quick little experiment:

This image is the 'low-res, high-res' model consisting of two zbrushed spheres at about 150,000 tris used for retopologizing in max. The actual 'high-res' model used for the baking was ~700,000 tris (I didn't bother to take a picture of that).

This is the low-res 'game-ready' model. As you can see, I didn't spend much time on it. The goal was to make sure I could bake a multi-mesh onto a unified mesh. The test succeeded.

All engines are go!


  1. Nice pipeline. So what is the advantage of using xNormal over using Zmapper?

  2. xNormal has the ability to bake normals on a completely separate mesh. In addition, the high-res mesh can be a multi-mesh while the low-res cage can be a unified mesh. This is great because it enables you to paint high-res details onto a mesh with no UV's, but then bake that mesh's details onto your optimized game model.