kgkldfsmm
09-24-2009, 04:34 AM
Hi everyone,
I got stuck a little, can anyone please to help me to figure out the best way to organize a process between maya and Z or whatever.
I am mostly a photoshop guy, but friend of mine asked if I can help him with low-poly models and textures of furniture for a realtime Flash applet. 'What a nice opportunity to learn something' I said.
I chose 'hi-poly > retopology > bake AO for diffuse > tons of overlays for texture' way
Ok, my problem is: I can't get it!
here's a fast example:
1. Hi-poly with 'kinda-uniform' topology
http://sparklehorse.ru/ph/shit/Autodesk_Maya_2009_Unlimited__untitled___---___PolySphere_11-20090924-081003.jpg
2. Outstanding Zbrush details
http://sparklehorse.ru/ph/shit/ZBrush-20090924-081148.jpg
3. Retopology with Zbrush, then goZ to Maya, refining retopologed mesh
http://sparklehorse.ru/ph/shit/Autodesk_Maya_2009_Unlimited___Users_macintosh_Desktop_temp_low-.mb___---___low_poly-20090924-081412.jpg
4. making UV and baking AO in Maya. The result is:
http://sparklehorse.ru/ph/shit/Autodesk_Maya_2009_Unlimited___Users_macintosh_Desktop_temp_hi-.mb-20090924-082026.jpg
settings for AO were 128 rays and 1024 texture map, mental ray
in the same time baking of normal map was ok:
http://sparklehorse.ru/ph/shit/Autodesk_Maya_2009_Unlimited___Users_macintosh_Desktop_temp_hi-.mb-20090924-083307.jpg
My questions are:
What am I doing wrong?
Is there a way to optimize or advance this workflow? Because the part with 'hipoly > retopology' sounds loke a long time
many thanks in advance!
I got stuck a little, can anyone please to help me to figure out the best way to organize a process between maya and Z or whatever.
I am mostly a photoshop guy, but friend of mine asked if I can help him with low-poly models and textures of furniture for a realtime Flash applet. 'What a nice opportunity to learn something' I said.
I chose 'hi-poly > retopology > bake AO for diffuse > tons of overlays for texture' way
Ok, my problem is: I can't get it!
here's a fast example:
1. Hi-poly with 'kinda-uniform' topology
http://sparklehorse.ru/ph/shit/Autodesk_Maya_2009_Unlimited__untitled___---___PolySphere_11-20090924-081003.jpg
2. Outstanding Zbrush details
http://sparklehorse.ru/ph/shit/ZBrush-20090924-081148.jpg
3. Retopology with Zbrush, then goZ to Maya, refining retopologed mesh
http://sparklehorse.ru/ph/shit/Autodesk_Maya_2009_Unlimited___Users_macintosh_Desktop_temp_low-.mb___---___low_poly-20090924-081412.jpg
4. making UV and baking AO in Maya. The result is:
http://sparklehorse.ru/ph/shit/Autodesk_Maya_2009_Unlimited___Users_macintosh_Desktop_temp_hi-.mb-20090924-082026.jpg
settings for AO were 128 rays and 1024 texture map, mental ray
in the same time baking of normal map was ok:
http://sparklehorse.ru/ph/shit/Autodesk_Maya_2009_Unlimited___Users_macintosh_Desktop_temp_hi-.mb-20090924-083307.jpg
My questions are:
What am I doing wrong?
Is there a way to optimize or advance this workflow? Because the part with 'hipoly > retopology' sounds loke a long time
many thanks in advance!
