View Full Version : Need Advice on my creature for zbrushing
10-14-2005, 01:58 PM
here is my very much a wip of my lo poly creature(314 tri's only one side done will mirror other side) modelled in max.It has a long way to go but i thought i would post the renders of the head as i need some help before i get in to deep.
This is my 1st attempt at modelling a character that will use zbrush for normal map.
I have Ben Mathis tut and plan to follow it.
exactly how much detail(polycount) do i need for his head?
i noticed ben's character was 1200 polys
i have never used zbrudsh and very excited,i will do some tuts that come wuth zbrush before i tackel this creaturebut i wanted to crack on with the lo poly in max now.
Can anyone offer me some advice on my creature thus far (again dont pay to much attention to the model as this is in its early stages).
If anyone can tell me do's/dont's in terms of getting my model ready for zbrush or general tips on improvements etc, i would be grateful
10-14-2005, 03:41 PM
looks ok for a low poly start. one thinh that would be imortant, is to remeber that to work efficiently, add more geometry where more detail wil be in the zbrush model. this may sound obvious, but if you need a crease or teeth or extra stuff like that, when you subdivide in zbrush you will divide everything, so once you get to a dense enouigh mesh for the details, then you have also created alot of polys for stuff wehich is not nessecary. so i would outline any details befor you export it to zbrush.
10-14-2005, 03:49 PM
Exactly what Shepeiro said. Alos, try to get rid of all the tris, I notice two of 'em around the lower corner of it's jaw. ZBrush works a lot better with all quads. I'd also consider defining his jaw and mouth with edge loops, which relates to what Shepeiro was saying. It'll help for animtion purposes too.
10-14-2005, 03:59 PM
its not nessesarily tris zbrush doeent like, its vertexes with five edges attached(which create a mini poly fan) these create horrible "pinches" and make any deformations in that area look crap. as gordan pointed out you have some of these at the jaw line, also be wary of them when you mirror the object.
10-14-2005, 09:12 PM
Yes what SHEPEIRO mentioned for areas needing a higher poly density. I would make sure there is edge looping for the mouth- better topology for deformation and aids in visualizing whats going on when modeling.
Remember the base model, whether made in Zbrush or your prefered 3D app, must have a solid foundation. Preconceputualization and execution before bringing into ZBrush will help you a great deal. Sinister lookin' creature
10-17-2005, 07:39 PM
thanx for feedback here is an update,
how do i go about tackling the teeth?
10-17-2005, 09:54 PM
Use an alpha map. If you're not sure how to:
"In Google we trust." :)
Good work so far!
10-18-2005, 10:51 AM
thanx nibbuls yep i know how to do alpha,but how will this affect the model in zbrush,
at the mo i am modelling lo model in max and plan to take it to zbrush to work in hi ver then make normal map,but if i make just basic planes for teeth using alpha(which i will apply after making hi in zbrush) will this not cause probs when working in zbrush
10-18-2005, 11:51 PM
You might want to model the largest teeth (usually the front ones). Work on the largest teeth in ZBrush. Then put the alpha maps (for the smaller teeth) in after the normal map has been applied. I've never done this, so you might want to experiment a bit before doing said method. ;)
10-18-2005, 11:51 PM
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