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View Full Version : Maya Hyper Real mesh to C4D.


danb
02-11-2005, 12:36 PM
My friend was going to export the hyper real mesh from that dvd that is out so that i could try to rig it in C4D. Although my computer is pretty pokey so i had this idea. I've got Zbrush 2, so i wanted to bring the high res hyper real .obj into Z to export a displacement map. Then in C4D reduce the polygons with reduce polygon generator. Then rig the reduced mesh and after apply the displacement map. Would this work or not? My concern is for when i reduce the mesh in C4D then apply the displacement map i was thinking that it would not work because of the different uv's after degeneration.

wesware
02-11-2005, 01:39 PM
I am guessing you would be correct about the UVs, they will be F'ed up.

I wouldn't try rigging a mesh after it's gone through the polyreducer either.

bobtronic
02-11-2005, 03:33 PM
If I remember right you can reduce the mesh in ZB2. The mesh must be quads-only to get
perfect results.

Bob

Jannis
02-11-2005, 04:31 PM
The short answer is no.


This character is over 30.000 polys and you be hard pressed to reduce it in any useful manner

regards

jannis

LucentDreams
02-11-2005, 05:36 PM
Well i wouldn't totally say no.

do not use cinemas poly reduction tool, that is the ultimate evil. use the simplify plugin, which also preserves UV's. do this first I might add before using ZB, since ZB will need both the high and low res to generate the difference maps, and needs the lowres UV.

Then in cinema oyu can apply the displacement map to the lowres objects.

Issues with this, as Jannis said getting a useful mesh from any polygon reducing tool (or even specialized apps) will have troubles doing such a huge reduction, and the mesh certainly won't be symmetrical in its reuction so weighting the lowres so that both sies behave similar will be pretty much impossible, though depending on how severe of a reduction the differences between left and right sides might be subtle enough to actually be nice in terms of how our faces are assymetrical in the first place. The mesh will be all tris, so deformation won't be nearly as nice, and the rounding feature of the displacements may not work as nicely.

it can be done, but the head banging involved liekly won't be worth it.

Keep in mind, cinema, unlike the other major 4 apps, is optimized less objects with higher polygon counts, rather then more objects with lower polygon counts. so handling that single mesh will be more optimal in cinema then the others which would be nice. This optimization really sucks though when working on scenes with lots of objects, which is partly why cinema isn't as ideal in studio environments for large productions.

danb
02-11-2005, 06:21 PM
Thanks everyone. From all the responses this is basically what i expected. This will save me a lot of head banging :scream: and waisting my time trying different routes. This was just going to be for fun so i could see how C4d handled such a thing, because of this i didn't want to tie up a whole afternoon/day just trying to get it to work. Thanks again all. :thumbsup:

Jannis
02-11-2005, 07:35 PM
there is a better solution though if your aim is to remodel the beast mesh in zb. What I would do is is the create new polygon tool and with 3d snapping on remodel the beast using it as a template.

If you are thinking of an afternoon work with the poly reduction choice, with this way you can spend the same time, maybe even less if you are confident with your modeling and you can bring into Zb a much better mesh than any poly reduction would give you.

This is the root I would go, especialy since you plane to make alot of changes to the form in ZB.

regards

jannis

AdamT
02-11-2005, 07:57 PM
As someone suggested above, the first thing you should try is running Tools>Geometry>Recontruct subdiv. in ZBrush. If the high-poly mesh was created by subdivision this will perfectly recreate the undivided state. You may have to run the command a few times, depending on how many times the model was previously divided.

danb
02-11-2005, 10:23 PM
Jannis that is a very interesting way of doing it. It would polish up my sculpting skills too. Yet like i said i was just going to do this as a fun excersize and as much fun as it is to sculpt in Zb i don't think i would have the patience to reconstruct the hyper_real mesh.

AdamT i tried the reconstruct subdivision but i get a dialog saying that there are triangles and unable to proceed.

Thanks again everyone.

Jannis
02-12-2005, 12:46 AM
http://www.labelleart.com/temp/mino_lowpoly.jpg

Here is something I done for a game and I had to use the above technique to create a low poly mesh. Didn't take every long

regards

jannis

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