Game asset creation workflow/pipeline with Nomad Sculpt?

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.

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That’s an interesting question to discuss. I use the same workflow that you describe but I’m not a power user, so maybe exist other better ways.

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Interested in finding answers from the same question.

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?

The geometry produced by nomad is not good for deformation and animation. In order to animate you need proper edge loops.

So my current workflow is

Nomad
Blender (retopo , up, rig)
Substance
Then blender to export.

When cozyblanket comes out you could do.
Nomad
Cozyblanket (retopo)
Nomad (up)
Procreate
Nomad
Mixamo (rig)
Unity

And never have to touch a pc. The retopo with proper Uva is the key

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I agree, the reto needs to be done for animation, however props and static meshes, I’d love to be able to create a world in nomad!

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

My update (on iOS) would be:
Nomad for everything :wink:

  • 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.
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This is just what I needed! Thank you so much!