Now that we have finished the sculpting of our creature, let's make it ready for the game.
When working on the drone, we created the in-game mesh up front. But because our creature was created from ZSpheres, we will now follow a different workflow where we build the in-game mesh at the very end of the process. So in this chapter, we will learn about creating an in-game mesh from our high-poly reference and about transferring the details afterward. After that, we will delve deeper into unwrapping, which is the next step after the modeling is done.
We'll cover the following topics in detail:
Building a low-poly in-game mesh with retopologize
Projecting the details onto our new topology
Fixing potential errors that may pop up
Extending ZBrush's capabilities with plug-ins
Unwrapping our mesh with UV Master