ZBrush

How to Make Low Poly from High Poly ZBrush?

Understanding High Poly to Low Poly Conversion

Converting a high poly model to a low poly model in ZBrush involves a series of steps that require both artistry and technical skills. This process is vital for optimizing models for real-time rendering in games or applications where performance is crucial. Below are detailed steps to carry out this workflow effectively.

Initial High Poly Creation

  1. Sculpt Your High Poly Model
    Begin by creating your high poly model in ZBrush. This can involve using various sculpting brushes to add detail and refine the shape of your object. Focus on ensuring that the details represent the final look you want before progressing to the next stages.

  2. Detailing Your Model
    Use tools such as the HD Geometry features or Sculpting tools to add intricate details. This includes textures, wrinkles, and other surface imperfections that enhance the realism of the model.

Preparing for Retopology

  1. Assess the Model
    Once your high poly model is completed, evaluate the areas that need to be optimized. Identify details that can be simplified without losing essential aesthetic elements.

  2. Decimate the High Poly Model (Optional)
    If your initial high poly model is extremely dense, you may choose to decimate it to reduce the polygon count slightly while retaining the visual fidelity. This can help in improving performance during the retopology phase.

Retopologizing the Model

  1. Switch to Retopology Mode
    In ZBrush, activate the Retopology feature. This allows you to create a new, lower resolution mesh over the existing high poly model. Use the ZModeler brush to start creating a low poly mesh that conforms to the shape of your high poly counterpart.

  2. Create New Topology
    As you retopologize, focus on establishing an efficient edge flow that follows the contours of your original model. Be mindful of the areas that will need more geometry to maintain essential details, like facial features or intricate designs.

  3. Use ZRemesher
    For an automatic approach, the ZRemesher tool can help generate a low poly version from the high poly model. Adjust its settings to achieve a balance between detail and polygon count. Make sure to guide it to preserve important areas of geometry during the process.

UV Mapping Process

  1. Unwrap UVs
    After creating the low poly version, it is crucial to unwrap the UVs. This step involves laying out the 3D model’s UV coordinates to prepare it for texture painting. Use the UV Master plugin within ZBrush to simplify this process, ensuring that the UV islands are appropriately scaled and spaced.

  2. Check UV Layout
    Inspect the UV layout for overlapping or stretched areas. Adjust as needed to ensure that every part is laid out neatly, as this will affect how textures are applied.

Baking Textures and Details

  1. Bake Normal and Texture Maps
    With both high poly and low poly models prepared and UVs unwrapped, bake the normal maps and texture maps from the high poly mesh onto the low poly version. This captures the details of the high poly model and transfers them to the optimized model without the additional polygon count.

    • Using SubTool Master: Load both models as subtools in the same ZBrush project. Utilize the ‘Project All’ feature to transfer details from high poly to low poly.
    • Set Up Baking: Under the ‘Tool’ menu, use the ‘BPR Render’ section to setup your baking parameters.

Exporting the Low Poly Model

  1. Exporting Your Low Poly Model
    Once the baking is complete, export the low poly model along with its associated texture maps. You can save this mesh as an FBX or OBJ file to import into other programs like Unity or Maya for further use in game engines or for additional polishing.

FAQ

Q1: What are the main benefits of creating low poly models from high poly models?
A1: Low poly models are better optimized for real-time applications, reducing rendering load without significantly sacrificing visual quality. They are essential for game design, virtual reality, and mobile applications.

Q2: How can I improve the efficiency of my low poly models?
A2: Focus on the polygon density in relation to the model’s size and the viewing distance. Using texture details and normal maps effectively can enhance the appearance without adding excessive geometry.

Q3: Is ZBrush sufficient for complete asset creation?
A3: Yes, ZBrush provides comprehensive tools for sculpting, texturing, and exporting models. However, you might also need additional software for UV mapping, animation, or game engine integration.

About the author

Wei Zhang

Wei Zhang

Wei Zhang is a renowned figure in the CAD (Computer-Aided Design) industry in Canada, with over 30 years of experience spanning his native China and Canada. As the founder of a CAD training center, Wei has been instrumental in shaping the skills of hundreds of technicians and engineers in technical drawing and CAD software applications. He is a certified developer with Autodesk, demonstrating his deep expertise and commitment to staying at the forefront of CAD technology. Wei’s passion for education and technology has not only made him a respected educator but also a key player in advancing CAD methodologies in various engineering sectors. His contributions have significantly impacted the way CAD is taught and applied in the professional world, bridging the gap between traditional drafting techniques and modern digital solutions.