So, I'm doing a lot of props for my next project, so I'm speeding up my workflow. This is one of the methods I use to achieve complex shapes and meshes.
1. I created 6 shapes or meshes in Maya. After that, I imported all 6 meshes to Zbrush, and I put them all in the same tool, but in different subtools.
2. After that you are ready to go to the brush palette, and click "Create insert multi mesh". Create a low poly surface where you want to place your nano mesh, go to brush again, and hit "Create Nano Mesh brush". Now, if you go ahead and press the space bar while your mouse is over a polygon, a pop up menu will appear. In it, you can find the available options on where to place you nano meshes.
3. After checking that it was working, I organised my mesh into polygroups and started placing the nano meshes. After sculpting in Zbrush, tweaking, and giving my prop randomness...
4. I exported my high poly, and I decimated it to get a low poly. Since this model will be static in the game engine, I don't have to worry about quads or topology that much. To get the UV's I used Maya's tools, but for more complex meshes or characters I use RoadKill. I used Knaldto get my height map. Then I went to Substance Painter, and I baked my other maps there. I textured it taking advantage of the curvature, thickness and the AO maps. Very helpful for creating masks. After that, I sent it to UE4. I set up a material aaand done.
Final mesh has 1k vertices, and the material I set up, is a distance based tessellation material. So it only tessellates and uses the height map when you get close; the closer you get the more detailed you see the model.
#zbrush #nanomesh #3d #3dart #allegorithmic #ue4
Learn more about Nano Mesh:http://www.zbrushguides.com/feathers-with-nanomesh/