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Using Blender + ZBrush for Unity?

Discussion in 'Asset Importing & Exporting' started by Armando-Seketh, Jan 8, 2016.

  1. Armando-Seketh

    Armando-Seketh

    Joined:
    Nov 7, 2014
    Posts:
    3
    Hi there, I'm sort of new with 3D modeling and sculpting, I know the basics but I would like to know what you guys think about using Blender and ZBrush for Unity Assets for game optimized 3D models, what the exact workflow steps you guys would make, etc. I am noob indeed and I apologize if this has already been posted somewhere else and if does seem kind of off topic by chanse.
     
  2. steego

    steego

    Joined:
    Jul 15, 2010
    Posts:
    967
    Yes they should be perfectly fine to use, however sculpted meshes will have far too many polygons to be usable in a game engine, and you'll need to re-topologize them.

    For sculpted meshes, the general workflow is, create high poly sculpt, retopologize, uv unwrap, bake normals (and optionally other maps like ambient occlusion), texture, and import into unity. You should be able to find tutorials focusing on each of these steps on youtube.
     
    onesculpt and Gavinmichael like this.
  3. Armando-Seketh

    Armando-Seketh

    Joined:
    Nov 7, 2014
    Posts:
    3
    Thank you very much :) I wanted yo know something like that, I know at least that I had to retopologize into a low poly mesh, but do I bake The high poly meshes normals and use that on The low poly?
     
  4. steego

    steego

    Joined:
    Jul 15, 2010
    Posts:
    967
    Yes that's the general idea, there are however some variations on how to approach this.

    Sometimes you'll just create a low-poly of your high-poly and then bake normals directly. Other times, you'll want to make a rough sculpt first, then re-topologize, and then subdivide it to add details by sculpting again before baking. It's also possible to paint normals directly to add detail, with something like substance painter.