Making Of / 15 February 2024

Keep Refining Stylized Assets and Learning Marmoset Toolbag

There is something about the stylized look that keeps me wanting to explore new techniques and improve on existing ones.

I began by importing the reference into ZBrush and blocking out the towers and walls. I prefer to use ZBrush as much as possible and avoid switching between software too frequently. While many artists may primarily use a 3D package for the initial blockout before transferring to ZBrush, I personally enjoy utilizing ZBrush's ZModeler brush for its versatility and efficiency.

Because the asset is built from bricks, it’s important to cut the mesh and separate it into blocks. That way, when you dynamesh, you can easily isolate each block and sculpt on it.

An important thing I learned in the process of sculpting stylized pieces is to keep the details to a minimum. Stylized art is supposed to be minimalistic, not to go overboard with the details.

After sculpting is done, you're left with 20 mil or so polygons, and you're making a game asset, it's time to retopologize the mesh. I personally love the retopology stage; first, it gives you a break and a change in scenery, and also, I kind of like clean topology. It really helps with UVs later on and just the overall look of it, maybe it's the OCD in me.

I think the part I struggled with the most in this project is the UV mapping. I feel like I’m getting close to getting it right, but there’s still something missing for it to have a clean UV layout. It’s something I need to work on for sure.

One thing I like, and it's like an addiction or something, is to always try new software, you know, just to test it out, to see what tools are out there. One thing that drew me to try Marmoset was the baking tool, and it delivered. It's really fast and simple to use; I liked the option to set a different cage for every other object, something Painter doesn't do too well, I think. And it has easy-to-use settings to adjust the bake maps. From a presentation standpoint, Marmoset Toolbag is also a great tool and easy to use. Exporting and compositing render passes for Photoshop later is a breeze.