View Full Version : Retopology in Maya or Zbrush
03-16-2010, 04:01 PM
Hey I am quite a noob to zbrush,
I acquired zbrush 3.5 r3 and created a low poly model of Captain K'nuckle from the the misadventures of Flapjack in maya. I exported the model as an OBJ when I imported into Zbrush I had a notice saying that my model had more than 4 sides.
Being naive I sculpted my details on my model it was very difficult getting details of the eyes and mouth. I had to subdivide quite a bit. I also created subtools for the jacket and shir.t when got my model to a level that was ok but not satisfactory and polypainted it, I tried to export my model back to maya but the polycount was too high. Even when I went down to sub level 1 maya froze. I know I can retopologize in zbrush but will I need to do it again in maya?
I just want to import the polypaint texture, normal map and displacement so I can light and pose my model in maya.
if anyone can help me I would appreciate it as I really don't know what I should do!
03-17-2010, 01:55 PM
Because of the extremely high poly count zbrush models aren't really usable in any other program, depending of course on how high the poly count actually is and what your systems specs are.
If you want to retopologize outside of zbrush (I personally don't like the retopology tool in zbrush) - I recommend using Topogun (http://www.topogun.com/) for this - you should first reduce the poly count of your zbrush model to a manageable level using Decimation Master (get it from the pixologic website for free if you havent already). Decimation Master will reduce the poly count dramatically while preserving all (or most of) the sculpted details. You can reduce the poly count up to 95% or more depending on your model without losing too much detail.
Import the decimated model into Topogun, retopologize, then reproject your new topology mesh onto the highres one to transfer the details. Import the highres mesh with the new topology back into zbrush and continue sculpting/painting.
When you are ready, just export displacement/ normal maps from zbrush and assign those to your lowres model in maya.
In this context, you might also want to have a look at the "Baking MatCaps to Texture Maps"-tutorial in the zclassroom (http://www.pixologic.com/zclassroom/homeroom/) on the pixologic website.
03-18-2010, 02:29 AM
another vote for Topogun. I find retopo in ZBrush really awkward and there aren't good retopo tools like Topogun's in Maya.
The OS X version was just released - it's super solid and fast as hell with big reference meshes.
03-18-2010, 02:29 AM
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