ZGametools Texturer : Sharing my progress and my workflow

Some Features :

Bake accurate normal maps and target the engine of your choice compatible with GGX and metalness workflow.
*** Optimize GGX reflections for Marmot toolbag, or Unreal Engine 4 using engine target presets, and some more support to come for ( maya/stingray, unity, cryengine)
**** Baking time are faster that substance painter baker or any other solution on the market ! *
***** BPR rendering AA is taking no time ! better quality that what Substance Painter 2.4.1 gave me after 1 minutes of baking with no AA !

Bridge Zbrush to Photoshop, Marmot Toolbag, and Unreal engine 4 with no effort. *
Use Toolbag or Unreal Engine 4 as previewer during your sculpting session in zbrush.
Switch to normal map shader then, sculpt directly the normal map in zbrush canvas.

 

Complete description of the video :

Workflow with External application * (all along the video i jump from app to app)

Workspace manager helps to exchange with Zbrush > photoshop > Marmot Toolbag, then finally end into Unreal engine 4.
workspace-directory
Both applications helps to check the all the baking that is entirely achieved into Zbrush, with the new Normal map Matcap.
Work in Zbrush, then bake and switch to the game engine and apply the edit, then you can use Toolbag or UE4 as previewer in combo with zbrush,
during your sculpt session.

1a. Sending the baked texture using ZgameTools core to Photoshop,
Note : then after the document is open into Photoshop, you don’t need to use the core module, it will update in Ps if the file has changed.
1b. I just apply the crop to the texture to remove the margin and by the way the 1 pixel black border.

2a. Toolbag scene has been setup just before the video capture.
2b. The path to the texture are pointing  within the workspace directory, where zbrush batch save all rendered passes you setup in the render options of the Zgametools.
2c. Then when you switch to PS or marmot toolbag will automatically apply the textures changes without to do anything.

3a. In UE4 you import your texture then setup the material,
3b. then you will only have to select the updated texture in content browser and click Reimport !


Clipping Tools ** ( 2’15 in the video)

Get more control on soft or sharpen edges of your sculpt/texture using the Zbrush tools ( clay polish, smooth, relax etc..)
Note : I use a clipping plane with an offset that is driven by the layers intensity, depend the result i like to get, adjust the clipping for soft or sharpen edging.

zbrush-vs-spainter-normal-map-cliping-methodOn top ZGameTools baking using the clipping plane method, on bottom Substance Painter 2.4.1


GGX Reflections ***

Take the control on how the GGX reflections applies the horizon occlusion on your normal map, mostly depends of the game engine you choose to export to.
Several presets (Unreal engine 4, Unity 3d, Maya/Stingray, Marmot toolbag) are now available in Zgametools Texturer to match the game engine of your
choice with the optimized settings.

Rendered into Unreal Engine 4.13  ( on top ZGametools bake, on bottom Substance painter bake)

zbrush-vs-spainter-normal-map-ggx-reflections


Baking Rendering Time ****

My computer specs : ( low spec :s)

  • Amd phenom II
  • 6 gb ram
  • Geforce 760 GTX
  • no ssd

Example :

Zbrush BPR Default AA Settings, Substance Painter with no AA
2048*2048 take only 6 seconds in Zbrush with BPR and default AA settings, and between 30 seconds to a minute to bake using Substance painter with no AA.

 

On left ZGametools baking, on right Substance painter 2.4.1

zbrush-vs-spainter-normal-map-helix

Stay tuned.

Nicolas

Hello World – I’m Still Alive [Episode 2]

Far from me the concept of promote any industry brand, because it necessary that a wide range of brand actively develops things and product, and this is the main of the industry and how we  progress with the technology around us.

unreal_engine4_logo

Well  I Had some hard time with source engine,  with this last year of development, it hasn’t been the best year of my life, for project like Jurassic life ( read the detail here for the ones that are interested) , and other and life thingies, well.

Motivation for game development is not a problem,  all is in place, but it seems that it’s a good while to discovers new things, change you habits, get some pleasure to write a new page of your book life… It would not have been possible to continue to work with the source Engine, Valve do not informs the community of developers, who work on their Game engine, I can’r to expect what the future will be made with. That pretty annoying for people like me, when you are entirely lost and are not sure where heading on.and that finally i realized that you had n’t moved an inch . That  the moment to change your mind..

So today , and not just today,  but since that epic games has released the Unreal Engine 4 to the public and give you the full licence and full source engine source access for  19€ per month ( thank to eurozone with the VAT),  I am an happy user of the Unreal engine 4  some tutorial will be posted soon. but they will all being in French, so don’t be entirely disappointed, i will take a look at what is possible with the localization, maybe i could also at some time, translated these tutorials in English , but the Unreal engine Community is already big enough for you to not be entirely lost :)

Some links : 

  • https://www.unrealengine.com/
  • https://answers.unrealengine.com
  • https://forums.unrealengine.com/
  • https://docs.unrealengine.com
  • https://wiki.unrealengine.com

I had created the First Unreal engine 4 developers French group on steam

so if you are french i want to join us this is the road to :

  • http://steamcommunity.com/groups/UE4-Dev-FR

//red

MESA 2.0 released now

Dear Mesaïan,

It a great pleasure for me to announce the availability of MESA 2.0
MESA is a tool-set of scripts for Autodesk Maya that can Import and Export to the Source engine.

This is a list of the new functionalities and improvements than MESA 2.0 brings.

 

 

    • The new environment System is now completely independent from the Source Sdk Environment variables.

 

    • The Maya.env files is no longer used to define the environment variables that MESA requires to work.

 

    • MESA provides the project environment workspaces for the 20 Games powered by the Source Engine.

 

    • The UI has been refines ( check the Screenshot section )

 

    • Guide Sections (under development) this section wil brings some use full tips and important information
      with the creation of assets vehicles, npcs, items, and weapons.

 

    • and more…

 


Screenshots


The new MESA panel :

mesa-2-shelf

 

 

Click on the Tab to display the screenshots :

exportpathsqceditqcsetupanimationguidesabout


Documentation


 


Tutorials


Installation ( article )
How to Update ( article )

VIDEOS TUTORIAL :
INSTALLATION

EXPORT TUTORIALS


Report Bugs and Development


You can use the Issue report service that Github offers for developpers to report any bug, or features requests.

MESA on Github

Nicolas Kirsch

Valve Release Source Engine SDK 2013

Source SDK 2013 Release

We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily.

The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here.

The source for this new SDK release includes the latest code for all the included games, and has many new features:
. The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux.
. Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support.
. Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift.

You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki.