Low Poly Importing and High Detail Projecting


#1

Hi Guys;

As an old ZBrush user, I can not say that I know enough features of MudBox. I tried to search in forums and MudBox manuel guide and I could find nothing. So I decided to ask you guys my question.

Let’s say that I begin sculpting a human head by using a sphere. When I am done with the head, I want to project this detail onto a mesh which has a nize and correct polygon topology.

1- Is it possible to import a new mesh and make this mesh get a detailed HD informatin from another mesh whis has already been detailed?

2- When using MudBox, Do we always have to have a nicely built polygon meshes? Is it the way that MudBox pipeline works?

As you know, ZBrush allows you to create a new topology on your high detail mesh and project that informatin onto the new low-poly mesh?

As far as I have seen so far, People using MudBox always have to use an extarnel softwares to get a low-poly mesh.

What do you suggest about that ?

I realy want to switch from Zbrush to MudBox. I am even gonno change my Graphic Card this evening. ( Nvidia will be my new graphic card )

Please fill me in about the process. I’ll be waiting for your replies.

Best Regards;

Ozan


#2
  1. yes,… but its not so confortable as in z…
    you have to bake a 32bit dispmap und use the displace feature to get the data onto your new geo…

  2. a “clean” quad mesh would be good… but mud is also working with tris…

i recommend this workflow here…

create a base mesh in max, maya…
block out the volume, proportions, rough forms…
do a retopo in 3dcoat, topogun, max or maya…
use this mesh as new base for further detailed sculpting…
create uvs for level0…
paint, bake,…

on the mudcom there are some workflow tutorials…
take a look at Making of Riot Police and Creating a Creature Workflow…
http://area.autodesk.com/mudlife/tutorials_latest?tf=1&software=11


#3

Thanks a lot “oglu”…

I am gonno take a look at the link you just sent me.

By the way, in the new extract map menu, there are two sections. One for the mesh that gives the details, and one for the other mesh that takes the details.

So we can use these sections to specify our operation meshes. By doing so, We can create a new Topo and import it into MudBox… ( Maybe It works I am not sure )

I am gonno try something. And fill you guys in about the result.

Best Regards;

Ozan


#4

yes this would work if you like to render the new topo in mentalray or renderman…
this is also the way to get the detail onto in mudbox --> sculpt model using dispmap…


#5

Since this thread existed I didn’t want to create a new one.

I have a further question. I started a sculpt in Zbrush. I want to get it into mudbox. The only caveat that I have is that I have the head sculpted in zbrush but have the whole head and body modeled as one mesh now.

Could I use the whole body + head and just project the details from the sculpted hi res head to the body + head unified mesh even though the original head has no body? The hi res head and new head+body fills the exact same head space area. The head+body geometry is an exact duplicate as far as head area goes only the head+body are now attached.

I tried this in Zbrush and it creates a mess using project all. As if point oerder mattered even though UV space is the same for the head UV tile area. It wont just project the details from thr head only to the body+head it makes a mess.


#6

Yeah you can do this by making a displacement map between the full body character and the high res sculpted head and displacing the full body character. So long as the full body character has UVs.

You’ll have to clean up the edges, but it should work fairly well. Displacement like this is added to a new sculpt layer so you can just erase where it doesn’t work well.

I’ve done this before and it worked pretty well.


#7

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.