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Zobmies
02-11-2010, 09:54 AM
hi, im about to model a character using Maya, then move it over
to Zbrush for details, and i have a couple of questions:

I plan to model the basic shape in Maya, then bring it over
to Zbrush and make the details. So do i need to worry about
the topology for the basic shape, when i plan to bring it back
to Maya for retopology?

I, going to create a model with a jacket and a sweater
under it, with some props etc. Everything will be seen. So is it best
to model everything as a separate object when i block them out in
Maya?

This model isnt going to be used for anything special, just for my
own practice and portfolio.
Any help is highly appreciated :)

Dare-o
02-11-2010, 06:23 PM
If its going to be retopologized, i dont think you will need to worry about the zbrush mesh. (unless its ridiculously high amount of polygons).

keep everything separate.

musashidan
02-11-2010, 07:01 PM
Yes keep the base mesh very simple and model the character/props/etc as separate meshes and make use of sub-tools. The most important thing is to try and keep the basemesh faces as square and evenly spaced as you can to ensure the optimum sculpting performance whilst avoiding elongated, rectangular faces.

touleechang
02-12-2010, 01:06 AM
if you're not going to do any animation for it, it would be easy for you to make the clothing. just make a cube for the jacket and extrude out the sleeves. keep in mind that u still need some thickness and this is all in maya or max or watever software ur using. keep it as simple as possible. u bring it to zbrush and subdivide it will smoothing it out and sculpting the clothe's wringles in. but one thing to remember is that you should do this after you pose your character since the wrinkles will be flowing according to the pose. after all this, just generate the normal map out n u should be good to go. n do the same for the pants. hope that helps

Zobmies
02-18-2010, 10:52 AM
that helped me a lot, thank you all..

Zobmies
02-23-2010, 06:22 PM
if i was to animate this character, chould i then model it in t-pose?

And then, how would the clothes have to be rigged so that folds
and everything move in a realistic way? Is there a way to
rig clothes sculped in zbrush and retopologiced in Maya so that they
look realistic when animated? Or is this usually done with simulation?

I have notice that in games cut scenes (atleast i think) the folds in clothes doesnt
move as much as they usually do in movies, but i havent noticed if they really do
move at all in games cut scenes, or if they are. I guess my question is, if not
simulating the clothes on the character, how is it done
in a propper way? Cause i know that games and other lower capacity projects
dont always have enough capacity to simulate too much.

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