GA Online Notification

Congratulations! You gained:
Maya/Zbrush Question

Thread: Maya/Zbrush Question

0
0
0
0
Results 1 to 8 of 8
  1. swarmedia83's Avatar
    swarmedia83 is offline
    Posts: 5

    Maya/Zbrush Question

    Which are the prefered way of blocking out then sculpting a model...block out in maya first then import to zbr? Or use zspheres then sculpt?

    I was going over a gnomon tutorial on zspheres and it seemed like less of a headache, but i would also like to eventually rig the model. If zspheres are the most optimal is it still possible to somehow import into maya and still rig?
    Reply With Quote Reply With Quote #1

  2. alfalfasprossen's Avatar
    alfalfasprossen is offline
    Location: Stuttgart / Frankfurt
    Posts: 103
    you wouldn't rig your block-out-mesh anyway, but create a new, optimized low poly for that purpose (retopo)

    so, it doesn't matter where you start your model
    Reply With Quote Reply With Quote #2

  3. MuffinPuppet's Avatar
    MuffinPuppet is offline
    Posts: 88
    you wouldn't rig your block-out-mesh anyway
    Not true at all. There are many cases where using a proxy model to drive a higher poly version is necessary. You could use the default primitives for your biped or whatever our app's equivalent is, but a more representative proxy is usually necessary when you've got characters interacting with one another or with objects.

    Which are the prefered way of blocking out then sculpting a model...block out in maya first then import to zbr? Or use zspheres then sculpt?
    Either way works. I prefer sculpting from ZSpheres and then doing retopo, but other people work up a base and then do the sculpt. Dealer's choice. Whatever gets the job done. If you're going to rig your model later just make sure that the retopology is tight and appropriate for animation. Otherwise, you're going to get some ugly deformation.
    Reply With Quote Reply With Quote #3

  4. As muffin said ! I personally tend to go directly from Zsphere-> hipoly -> retopo because i'm a lazy ass, even though each and everytime i'm bothered by the topology created by the zpheres.

    depends on what you really want, and how you feel about sculpting. If you think some 5 edges points won't bother you at all, then you can go and directly do everything until the retopology, if you prefer working on clean meshes at all time, start in maya then zbrush, but whatever you do you will have to retopo at the end of the day anyway
    Reply With Quote Reply With Quote #4

  5. talonhawk's Avatar
    talonhawk is offline
    Location: New Jersey
    Posts: 2,423
    I think the best way to work is build your base with zspheres and then import the mesh into maya and fix topology add more edge loops where needed. Then import back to zbrush and your ready to go until its time to do the final retopo.

    You could always just use dynamesh if you don't have a solid idea or use sculptris and then xfer it to zbrush to keep working on it. There are alot of different options.

    There are many programs for retopoing. I use Max personally cause thats what I was taught and I have become pretty fast in it now.

    here are some more programs though I would check out

    Topogun

    3d Coat retopology tools


    Remember the are multiple ways of achieving the same result. Use any program it don't matter it all does the same thing which is gets the job done.
    Reply With Quote Reply With Quote #5

  6. MuffinPuppet's Avatar
    MuffinPuppet is offline
    Posts: 88
    --> build your base with zspheres and then import the mesh into maya and fix topology
    Probably more trouble than its worth since zbrush only cares about distribution of the polys, uniform or adaptive. ZB doesn't care about edge flow. ZB gives you some tools for add looped topology to a preexisting mesh, but not nearly enough. With the amount of topology cleanup you'll have to do on a complicated zsphere mesh, you might as well just model the base from scratch. Areas like the face will almost certainly have to be done from redone from the ground up anyway.

    --> You could always just use dynamesh if you don't have a solid idea or use sculptris
    For starting out bases? Yes. You just have to be careful since neither will produce great topology.

    You can lose detail in dynamesh if you're not careful. Poly distribution is even across the mesh. Remesh it at the wrong time and your fine details will go soft or areas like your fingers will clump up.

    Sculptris doesn't give a crap about topology, which is fine if you're going to retopo. Unlike dynamesh, the poly distribution is adaptive and changes density based on where you place your detail. Unlike dynamesh, Sculptris has a much smaller poly limit. You can squeeze a good base out of it, but you always have to be aware of areas that need detail reduction.

    --> Use any program it don't matter it all does the same thing which is gets the job done.
    Also remember that you can cut off your leg with a pocket knife or a chainsaw. Both will get the job done, but only one will get it done quicker. Most 3d programs can do retopo themselves, but they're not specifically designed for that task. If you can afford a dedicated app like 3dcoat or topogun to do the retopo then go for it. The amount of money you spend is outweighed by the amount of time you save.
    Reply With Quote Reply With Quote #6

  7. I think Muff pretty much said it. Going to another soft when you started with zsphere will serves only if the poly distribution is really crappy, but then again you can retopo via zbrush. (especially useful when you're making hard edge stuff inside zbrush)

    and again, i have to agree : application like 3dcoat or topogun (only used topogun though) are just massive for retopology, since they exist only for that matter (even though topogun can bake some nice normal and AO)

    I'd say try different stuff, different workflow, and find the one that suits you best and the one you're the most confortable with, that's all that matter in the end
    Reply With Quote Reply With Quote #7

  8. swarmedia83's Avatar
    swarmedia83 is offline
    Posts: 5
    hey guys thanks alot for all the info its starting to sink in now. Ill try the base mesh in maya workflow for now, and see how that works out. Ill def look into those other applications mentioned for retopo. Again, much thanks
    Reply With Quote Reply With Quote #8

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

CONTACT US | ABOUT US
Welcome to GameArtisans.org Online - an art competition gallery website created and maintained by Artisans. Within these pages, a unique flavor of enthusiasm and motivation is provided to inspire artists of all levels to create art that is above and beyond expectations!
NAVIGATION
FORUMS
PORTFOLIOS
MAIN ARCHIVES
MINI ARCHIVES
TUTORIALS
JOBS
F.A.Q.
RANKING CHART

GAMEARTISANS
ABOUT
ADVERTISING
CONTACT US

GA EVENTS
DOMINANCE WAR
UNEARTHLY CHALLENGE
COMICON CHALLENGE