View Full Version : bland shape info
giordi 03-23-2009, 03:39 PM hi everybody i'm here because i need a little informatin about the maya blandshape ok ... i need to do a very massive sculpting on a face... i think to do this on z brush ... but i must import a smooth or not obj in z brush? and when i doing a sculpting on maya ... i must smooth the mesh or i can work with a simple smooth preview? bye
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Keithtron
03-23-2009, 04:35 PM
It's a little bit tough to understand exactly what you're asking, but I think I get the idea. You should definitely import the least smoothed and lowest resolution version of your model into Zbrush, and subdivide/sculpt from there. Then from Zbrush, you can export whatever resolution you'd like to rig, which will probably be the lowest res version. Rig that up, and blendshape all you'd like, and bring in the fine Zbrush detail via a bump and/or displacement map.
If you're talking about doing your base model and blendshapes and such before the Zbrush detailing, that's fine. You don't need to smooth the mesh first, just work with a simple smooth preview, and do all the blendshapes on the low-res model. I'm no Zbrush expert, but there's an option somewhere to lock down your base mesh topology so that sculpting higher-level details won't affect the lower resolution mesh. Turn that on, (probably should make sure a couple higher-level subdivisions are locked down too), and sculpt away. As long as the low/base resolution and render resolution versions are all locked down when sculpting, your detailed model will still properly match up with the blendshaped Maya model.
Does that answer your question, or am I missing what you're asking?
giordi
03-23-2009, 05:08 PM
tx for your reply i don't speak perfetcly english! but if i want to do a blend shape i have to have the same number of vertex on first face and in the second face, is that right? but when i set the exporting resolution in zbrush how can i have the same numer of vertex of maya version?
and if is possible i don't want smooth the geometry because i will animate the character and if it'snt a smooth geometry my work it wont too wheigt
Keithtron
03-23-2009, 06:02 PM
Well, what order are you doing things in? Are you creating blendshapes in Maya before adding detail in Zbrush? I'd suggest doing the blendshapes after sculpting Zbrush detail, but if you have to do the blendshapes first for some reason, that makes a big difference in the workflow.
giordi
03-23-2009, 06:23 PM
i would sculpting in z brush e after doing a bland shape... i import a smooth or no smooth mash in z brush?
Keithtron
03-23-2009, 07:27 PM
Import the non-smoothed mesh into z-brush, and just sub-divide it there. Make sure to lock the topology of the unsmoothed mesh before sculpting, and you'll probably want to lock the mesh of a couple higher subdivision levels as well, like I mentioned earlier.
I assume you did a blendshape in Maya for the non-smoothed mesh, rather than the smoothed mesh, right?
giordi
03-23-2009, 10:34 PM
i will work with a not smooth mesh but only with a preview smooth ... if i do that my work will be a little bit light during the animation. i'm going to create an attribute for link the smooth subdivision and the value of attribute , but i don't know how i can do it...
Keithtron
03-30-2009, 08:51 PM
Create a smooth proxy for your object. There will be a polySmoothProxy node connected to the smoothed version. The 'exponential level' attribute controls the amount of smoothness applied.
To create an attribute on your control object, select the object, then in the channel box go to Channel>Add Attribute. Make an integer attr for the smoothness level, and make sure to make the attribute keyable, so that it shows up in the channel box.
Now just use the connection editor to connect the attribute you just created to the exponentialLevel attribute of the polySmoothProxy node.
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