10.11.2023 - 24.11.2023 (Week 11 - Week 13)
Loh Qiao Yin / 0348923
Game Art/ Bachelor of Design in Creative Media / Taylor's University
Project 2
[3D/2D Character and Environment: Porting and
Testing]
INSTRUCTIONS
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TASK
In Zbrush
1) Rename all subtools properly. Export each subtool as obj. (doesn't matter if subtool is high poly)
In Topogun
In Blender
Topogun
I was shocked and absolutely terrified to know that the process of retopo requires me to place vertices and planes one by one. Below was my first exposure to Topogun and I was already shivering. After that, I learned that references are required when doing retopo to understand which direction the meshes have to go for a good flow.
Topogun Progress
Pretty sure it is too many subtools but I didn't want to risk troubling myself too much on masking in Substance Painter and ended up troubleshooting a lot. At this stage I am still clueless with Substance Painter, thus the baseless concern. (Afterwards, I found out I must have that many subtools considering they all have different materials)
Accidentally did unnecessary
work of having meshes behind a subtool that will be sticking closely to the body and not visible anyway.

Fig 2.4 Topogun process, 24 November 2023
Character Turntable
Optimising 3D model a.k.a.
Secret recipe for Krabby Patty:
Flow:
Zbrush -> Topogun -> Blender -> Substance Painter -> Unity/
Fig 1.1 Greyscale character turntable, 24 November 2023
Fig 1.2 Greyscale character turntable, 24 November 2023
Fig 1.3 Coloured character turntable, 24 November 2023
Fig 1.4 Coloured character turntable, 24 November 2023
Fig 1.2 Greyscale character turntable, 24 November 2023
Fig 1.3 Coloured character turntable, 24 November 2023
Fig 1.4 Coloured character turntable, 24 November 2023
Secret recipe for Krabby Patty:
Flow:
Zbrush -> Topogun -> Blender -> Substance Painter -> Unity/
Unreal Engine
In Zbrush
1) Rename all subtools properly. Export each subtool as obj. (doesn't matter if subtool is high poly)
In Topogun
1) Topogun-> file-> load preference -> obj.
2) File-> Save scene (scene is topology created)
3) Options-> Enable Symmetry
Tips :
-Cross option selected, hold shift and click on edge to create more loop in a face
-Cross option selected, hold shift and click on edge to create more loop in a face
-Hold ctrl to snap to vertices, then shift to create new loop, ctrl to snap to vertice
- delete tris if not needed
- don't have two tris next to each other, especially in symmetry line, forming a butterfly shape
-on top tab, click SubD to see the topology
4) After done, off ref to check mesh flow.
5) On backface in tool option, select the ring of the other half (whole edge from top to down. ) Straighten in front face view as much as possible.
6) Select all mesh, on the right tab, create sym.
7) Select vertices from opposite left and right, click merge. Next, select vertices and press "G" to repeat action.
Tips:
- To make sure things stick together, the lines will turn from thick to thin
- Can smoothen or subdivide topology to make meshes smoother
- To make sure things stick together, the lines will turn from thick to thin
- Can smoothen or subdivide topology to make meshes smoother
ONCE DONE
9) File-> Save scene as-> obj.
In Blender
1) Import obj.
2) Right click-> Shade smooth
3) Each obj can still be separated for UV unwrap
4) To create seams, in edit mode, alt-clicking an edge to select loop, right-click mark seam.
5) (OPTIONAL) While loop is still selected, press shift+ctrl+m to mirror to other side. Right-click mark seam for the other side
ONCE DONE
6) Rename each subtool (In edit mode, attach new material, rename properly, assign)
4) To create seams, in edit mode, alt-clicking an edge to select loop, right-click mark seam.
5) (OPTIONAL) While loop is still selected, press shift+ctrl+m to mirror to other side. Right-click mark seam for the other side
ONCE DONE
6) Rename each subtool (In edit mode, attach new material, rename properly, assign)
7) Select all meshes and all subtools at the same time, and export as FBX so it becomes one
Tips:
- in export settings, path mode set to copy, remember to check "selected objects"
In Substance Painter
Tips:
- in export settings, path mode set to copy, remember to check "selected objects"
In Substance Painter
1) Create new project. Set appropriate template.
2) Pump up pixel if needed
3) Import FBX. Start painting away.
Tips:
- If baking high poly to low poly is needed, have the high-poly model in the same position as the low-poly model in Blender. Then, export the HP model as FBX.
- Bake it in Substance Painter. The settings varies.
ONCE DONE
Tips:
- If baking high poly to low poly is needed, have the high-poly model in the same position as the low-poly model in Blender. Then, export the HP model as FBX.
- Bake it in Substance Painter. The settings varies.
ONCE DONE
4) Export as texture map, set appropriate export settings. (If for UE then select packed
5) Either reimport back to Blender to apply it, or just go to unity/unreal engine and apply on model.
Unreal Engine
1) Monkey see monkey do. Follow the following 4 min tutorial.
https://youtu.be/wcpz9_stKgs?si=eypl99m0fZYs0OyU
5) Either reimport back to Blender to apply it, or just go to unity/unreal engine and apply on model.
Unreal Engine
1) Monkey see monkey do. Follow the following 4 min tutorial.
https://youtu.be/wcpz9_stKgs?si=eypl99m0fZYs0OyU
Topogun
I was shocked and absolutely terrified to know that the process of retopo requires me to place vertices and planes one by one. Below was my first exposure to Topogun and I was already shivering. After that, I learned that references are required when doing retopo to understand which direction the meshes have to go for a good flow.
Topogun Progress
Pretty sure it is too many subtools but I didn't want to risk troubling myself too much on masking in Substance Painter and ended up troubleshooting a lot. At this stage I am still clueless with Substance Painter, thus the baseless concern. (Afterwards, I found out I must have that many subtools considering they all have different materials)
Fig 2.3 Exported subtools, 24 November 2023

Fig 2.4 Topogun process, 24 November 2023
The symmetry axis wasn't right when I imported the shoulder cap because it was not in the centre axis when exported from Blender. I tried to find YouTube tutorials on fixing it and while there are videos of it, it is only for the newer versions of Topogun.
Fig 2.5 Shoulder cap axis off-centred, 24 November 2023
Mixamo Try-out
Silly tests. This was before my meshes were refined, thus there was the occurrence of my model breaking around the armpit area and legs appearing dislocated. Watch my wolfie dance though.
Fig 2.7 Dance moves, 24 November 2023
Fig 2.8 Raging, 24 November 2023
Blender Progress
Further tweaking on topology meshes and creating seams for UV unwrapping. As well as renaming each layer by attaching materials, so it is clear when I import them to Substance Painter.
Substance Painter to Unreal Engine
Before I commit to the whole model, my insecurity demands reassurance that my understanding is correct. Thus, the wolf's left arm was the test subject. In short, it worked!

Fig 3.4 Unreal Engine test-out, 24 November 2023
Fig 3.5 Unreal Engine test-out, 24 November 2023
Final Submission
Silly tests. This was before my meshes were refined, thus there was the occurrence of my model breaking around the armpit area and legs appearing dislocated. Watch my wolfie dance though.
Fig 2.6 Idle movement, 24 November 2023
Fig 2.7 Dance moves, 24 November 2023
Blender Progress
Further tweaking on topology meshes and creating seams for UV unwrapping. As well as renaming each layer by attaching materials, so it is clear when I import them to Substance Painter.
Before I commit to the whole model, my insecurity demands reassurance that my understanding is correct. Thus, the wolf's left arm was the test subject. In short, it worked!
Fig 3.3 Substance Painter test-out, 24 November 2023

Fig 3.4 Unreal Engine test-out, 24 November 2023
Fig 3.5 Unreal Engine test-out, 24 November 2023
There was a problem when exporting as FBX which is traceback
error. Turns out it is an issue related to
UV maps and I have to redo it. The
solution was to use smart UV on each and
every of the subtool. My heart broke when my UVs turned into small choppy pieces.
Fig 3.6 Error, 24 November 2023
Fig 3.7 UVs after using smart UV unwrap, 24 November 2023
Final Submission
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Fig 4.1 Final submission of Project 2, 24 November 2023
FEEDBACK
Week 13
Week 12
- May wanna design something for the centre platform
Week 11
- texture builds model
- For the arena, the changes are better, but still can make the
centre green light thicker, to suggest gas is coming from the bottom
- The rotating blades may not be working
- Maybe something closing and opening like a shutter blade can be at
the bottom
- Improve cuts in Blender, set snap to vertex
- Fix the tris in the symmetrical area (chest)
- Polycount on the body can be slightly more
- There is an auto-smooth function in Topogun
- There is an auto-smooth function in Topogun
- May wanna design something for the centre platform
- Pathway can have a bridge
- Space is a bit too small
- More paint over details on rocks, some symbols carvings
- Skeletons that are just floating around to show the danger of the
arena
- More cascading on the gem arch and centre platform, just draw a
circle and fill the stroke
-Look for arena boss fight in Diablo
Week 11
- texture builds model
REFLECTION
It was a scary process from retopology to painting in Substance Painter to importing it into Unreal Engine as I had to learn lots of new software in such a short span. The process became slightly more familiar afterwards when I had to repeat certain stages. It actually got a bit therapeutic when I was doing the topology in Topogun, of course only when I knew how the meshes should go. I am excited to complete the optimisation for the rest of the character and his weapon. What I learned the most in this project is to exchange findings and share your experiences with your peers as it might be beneficial to each other.
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