[Question] Zbrush?

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Bravo1six
Posts: 13
Joined: 2008-09-20 04:13

[Question] Zbrush?

Post by Bravo1six »

I was not sure if this was the right place to ask this but here goes.
Do any of you use this program for modeling for bf2 or have any of you used this at all? Personally I find it to be far more intuitive than 3dmax but I was wondering if perhaps its a bit of over kill for a game like battlefield2 as every thing i create in it seems to have an outrageous amount of poly's I am some thing of a novice but I think if this program could be employed on bf2 mod teams could pump out content much much faster for example

Image
(yes I realize it is rather rough and there is room for improvement, it is only an example)
A model like this would take a very very long time to create in 3dmax but using zbrush this model took me only an hour or two to create. I do plan on attempting to build a model of a real world gun with this program but my question remains, is it even worth it? I would like to be involved in the battlefield2 pr modding community but do I lack the tool set?
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: [question]Zbrush

Post by Mora »

Is this a program that scans objects and renders them into 3d?
Bravo1six
Posts: 13
Joined: 2008-09-20 04:13

Re: [question]Zbrush

Post by Bravo1six »

no it is a modeling program, all of what i have done in that example is from scratch
Fat Man Jim
Posts: 65
Joined: 2008-01-03 23:03

Re: [question]Zbrush

Post by Fat Man Jim »

its design more 3d model that go into fine detail
THE.FIST
Posts: 2036
Joined: 2007-07-11 23:00

Re: [question]Zbrush

Post by THE.FIST »

You can't model with it for bf2 engine cos this programm is more 3d high poly design but
i think if you optimize each model you make to be low poly its possible but anyway it won't get the same effect as 3ds max poly modeling and will double your work ...
Bravo1six
Posts: 13
Joined: 2008-09-20 04:13

Re: [question]Zbrush

Post by Bravo1six »

thats to bad, this program would have potentially made content updates possible at very fast intervals
Vaiski
Retired PR Developer
Posts: 894
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Re: [question]Zbrush

Post by Vaiski »

ZB works for organic stuff. It's pretty much useless for weapons and other 'hard surface' objects.

You don't have to use the multimillion poly model if you bake the details into a normal map. But then again its usually easier to make weapon or vehicle normal maps in some more traditional drawing program.
Image
Matrox
Retired PR Developer
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Re: [question]Zbrush

Post by Matrox »

Vaiski wrote:ZB works for organic stuff. It's pretty much useless for weapons and other 'hard surface' objects.

You don't have to use the multimillion poly model if you bake the details into a normal map. But then again its usually easier to make weapon or vehicle normal maps in some more traditional drawing program.
Agreed,
I think Forgotton hope used Zbrush to create their player models, as it's a very useful tool for creating human characters. if you export it out into max you can optimize it you use a lower poly count, whilst being able to bump map most of the features in Zbrush.
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Bravo1six
Posts: 13
Joined: 2008-09-20 04:13

Re: [question]Zbrush

Post by Bravo1six »

when used properly zbrush is a powerful tool for non organics as well, its masking/layering system makes it very easy to build things like weapons buildings and vehicles while maintaining a high level of creative control over fine detail.another advantage to the masking layering system is in the fact that all of the objects can remain separated allowing the model to feature many moving parts. Currently I am trying to decide on witch gun I am going to model.
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [question]Zbrush

Post by Drav »

zbrush is very good for creating high poly models and making normal maps that get baked onto low poly models. This means you get nice detail but without loads of polygons that slow down your game engine. Unfortuntely bf2 doesent do normal mapping that well compared to the newer engines, so at present it doesent pay to always make a high poly version. However most new games all use zbrush or mudbox to make their hi poly characters of like a million polys, then drape the normal map over a low poly mesh of say 10,000.

Have a look at this post for an example:

http://www.game-artist.net/forums/finis ... enary.html
Last edited by Drav on 2008-09-21 21:00, edited 1 time in total.
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