Handgun – Zbrush

Talk about a pain in the butt.  When I first attempted this I was trying to smooth all the hard surfaces manually.  This was the only method I could think of because if you subdivide with smoothing on it will completely round out your model.  Alternatively if you turn smoothing off of your subdivide you’re left with the hard angles of the individual polygons themselves.  After spending an hour and a half  smoothing each hard surface manually, I started thinking “There has to be an easier way to do this!”  So with a quick query to the google box I discovered a plugin that allowed me to import my OBJ into Zbrush and it automatically creased the edges of the mesh.   Apparently all this plug in does is replace every “(s)” tag in the OBJ file, which is my smoothing groups I assigned in 3DS Max, with a “(g)” tag that turns it into a poly group in Zbrush.  Then based on the polygroup it creases the outside edges, allowing my surfaces to retain their chiseled hard edges.  This dramatically improved my work flow and saved me roughly a few hours of extra work.  So here is what I ended up with…

I think I’m going to do more with this when I have more time to mess around.  It holds true to my original concept and for the time being this works well for our game we’re making.  Now its time to check the two meshes in Topogun and then start the dreaded unwrapping!  Stick around, the finished product is right around the corner!

One Comment

  1. Jeremiah
    Posted November 15, 2010 at 3:04 pm | Permalink

    Nice Work!! Love the narrative too. It sounds like you’re really liking the whole game dev process (at least the asset generation part).

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