What’s a great game development asset creation pipeline with Nomad Sculpt?
Planning on using Nomad Sculpt for game asset creation (ie Ojbects, Characters) specifically Unity.
For character creation, I would need rigging which I plan to use Blender for.
From what I’ve read, you can’t enter measurement in Nomad Sculpt like Blender (going through the Donut tutorial mentions that measuring your asset in the beginning is a good idea)
I’m thinking something like:
Step 1 Blender (measurements, basic shaping and dimension) then export as OBJ
Step 2 Nomad (Sculpting) then export as OBJ
(Step 2.5 Procreate (Painting) then export back to either Nomad to Blender or straight to Blender)
Step 3 Blender (Rigging, Animation, Exporting) then export out
Step 4 Unity
Is this ideal or just won’t work at all?
Any advice? Is Nomad not the right tool for what I’m planning?
Thank you for any insight you guys can share.
I would love if anyone have tried using nomad assets in games too. Like, not sculpting and importing to blender for retopology, rather, did anyone like use a nomad asset direct import into UE4 or Unity?
Hello. Is there an updated answer to the original post? I’m trying to learn to export my sculpts from nomad to blender for rigging and then to unreal for animation. UV mapping is in there somewhere but I need to learn that too. Any good tutorials anyone knows of? Any help would be appreciated
When you’re happy with your sculpt use QuadRemesher to tidy up your mesh flow. QR Can also be used as part of sculpting process to provide better mesh arrangement and flow (could use CozyBlanket iOS).
Use facegroups to get some control of your UV unwrap. It wont be perfect but is workable and a good method of placing seams (could use CozyBlanket iOS).
Clone your mesh.
Subdivide to high resolution and polypaint. Use layers for most control of painting. Use of alphas or texture maps can get great results (could use Procreate iOS).
Using facegroups with relaxed edges can help achieve nice sharp edges to your paint where required.
Select the clean QR / UV unwrapped mesh & bake texture maps from Hi-Res mesh. You can select which PBR maps you want to bake & normal map cage offset may need tweaking to get best results.
Export to OBJ including texture maps & take into your rigging app of choice.