In this tutorial, we're going to use ZBrush and TopoGun to convert a very high-resolution, female hero character into a lower-resolution, game-type model. Sculpting applications like ZBrush are great for creating extremely detailed models, complete with surface texture and color. But to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution. TopoGun is a great tool for taking our detailed meshes and allowing us to very intuitively redraw this new topology. In addition, it will allow us to project all of the mesh's detail onto maps. In this way, we can use a lower-resolution version of the model while still having it appear very detailed. We will start the tutorial by preparing and exporting our dense meshes from ZBrush and then bringing those into TopoGun as references. We'll use several tools in TopoGun to literally draw new base geometry right onto the high-resolution meshes. We'll look at several of the tools available and how we can manipulate and change topology once it's been created. Once the topology is done, we'll create UVs for the new pieces and then generate maps for the detail and color information. Once we're done with the tutorial, you'll have created your own game-type character from a very dense sculpt, and you'll have the knowledge you need to repeat the process on your own creations. Software required: ZBrush 4, TopoGun 1.06.
Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.