Making Of / 17 November 2023

Forging Armor in the Digital Realm: From ZBrush to TopoGun to Substance Painter

In this small project, I created an armor suit from the ground up using ZBrush and performed retopology in TopoGun, optimizing it for gaming purposes. This endeavor represents another step in my journey to grasp the modeling workflow. I followed a fantastic tutorial by Trigon and gained valuable insights from his expertise.

I began by importing a default male model into ZBrush, allowing me to extract the clothing and armor plates.

In brief, I masked the desired area, extracted it, refined it, and employed ZRemesher to achieve clean topology with the lowest possible polycount. I then used the Dynamic feature to add thickness, ensuring I could work on it without causing damage and make easy modifications as required.


I followed a similar process to extract the armor plates from the clothing. Afterward, I used DynaMesh to prepare for sculpting the desired shapes.

This stage was incredibly inspiring because I didn't have to concern myself with polygon count and technical details; I could solely concentrate on the design. My primary tools for sculpting were the Dam Standard, H Polish, and Trim Dynamics brushes. It's remarkable how much you can achieve in ZBrush with just a handful of brushes.

Once I was satisfied with the design, I proceeded to extract the armor in separate pieces to ensure more reliable results when using ZRemesher and obtaining clean topology.

One aspect that was entirely new to me and required some time to grasp, and still does, is sculpting the folds of the gambeson beneath the armor. However, over time, I managed to comprehend the anatomy behind it, including the direction of fold flow in different areas of the body.

The retopology step is still something I don't feel entirely comfortable with, so I decided to give TopoGun a shot (hehe). This small software is truly incredible; it makes the retopology stage enjoyable and much more straightforward.In the TopoGun phase, I meticulously retopologized the gambeson section, tracing the shape of the folds and directing the topology flow with triangles to ensure a precise representation.

After completing all the technical tasks, such as ensuring the mesh has proper retopology, UV mapping, and ensuring the baking process goes smoothly without errors, it's always a pleasure to transition to Substance Painter for a new project. When all these elements align perfectly, working in Substance Painter becomes a joy. Watching your model come to life with each new layer added is a gratifying experience.

I render the model using Redshift, aiming to achieve a look reminiscent of museum exhibits. I want it to appear as if it's an ancient suit of armor that has been preserved for centuries.

I thoroughly enjoyed this unexpected project. Initially, I doubted whether I could handle it due to its complexity, but I'm glad I persevered. If anything, it taught me that all you need is to take that first small step and enjoy the journey.