View Full Version : Retopology Capabilities?
benblack75 09-07-2009, 10:35 AM For the meantime I've converted from ZBrush to Mudbox. I'm used to creating a rough base mesh in Maya, sculpting the model out to my liking in ZBrush, exporting higher detailed OBJ sculpt into Silo and retopologizing it (and transfering back into Zbrush) to have a better end result for animation. I guess I just expected that Mudbox would allow this. I'm having considerable difficulty finding any documentation on this- I'm starting to wonder if its even possible? If it is possible, are there any tutorials out there to get me up to speed?
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robinb
09-07-2009, 11:49 AM
Which part are you having difficulty with? Exporting the high res mesh and retopologising it in Silo (or elsewhere) is exactly the same, so I assume that's working ok.
Once the new retopologised mesh is made you load it back into Mudbox and generate a displacement map between the new mesh and the original one, then subdivide the new model and displace it using the extracted map. Or subdivide, then generate the map which might work better.
You will need UVs on the new mesh to be able to do this, but other than that it's pretty straight forward.
i prefer a workflow without baking displacement maps...
cause the baking workflow gives you only clean result if your retopo mesh is really high detailed and close to the sculpting mesh...
here my workflow...
create a basemesh in your standard app...
sculpt in mud, but not to far... only the proportions and rough details...
retopo in topogun or silo... create clean mud conform uvs...
bring the new base to mud and start with detailing...
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