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View Full Version : Silly newbie question about Zbrush&3Dapp.


xX_eXiGe_Xx
11-24-2005, 01:07 PM
Lets say i make a human model in 3dsmax, then rigg it(skin modifier), then it's ready for animation.
Alright..
Now then lets say i take this human model(rigged with the bones)and then make it very high poly. Then lets say i put it back in 3dsmax. Now the confusing quesiton is:

Will the model fit the bones/rigg so i can make this high model move around like a human?
Or do i have to adjust the bones again to surround the needed vertexs(all on head vertex on the neck bone ect)? Will I even be able to change this high poly human model as how i wanted like if i never exported it to zbrush(and then back to 3dsmax)?

Sorry if these questions confuses you :shrug: .

WillBellJr
11-24-2005, 01:51 PM
I would think you'd want to rig your model >after< you finish the modeling phases.

Some animation apps are more forgiving than others when dealing with topology changes after rigging but still you're opening yourself up to extra work in most cases...

I'd say create your base model, detail it in ZBrush, then bring it back in for rigging and animation.

Actually unless you have a robust app that can deal with millions of polys or just working on static images, you may be better off working with displacement maps which keeps the final poly counts more reasonable.

-Will

xX_eXiGe_Xx
11-24-2005, 03:55 PM
I'd say create your base model, detail it in ZBrush, then bring it back in for rigging and animation.

That's the response i was looking for! Thanks man :thumbsup: .

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