zbrush workflow for animation


#1

hi,

i modelled my character in maya. then sent it to zbrush for detailing.

so i want to ask, do i have to retopologize it before send my detailed character to maya? or is it ok just making the maps(normal,Displacement) of my detailed version in zbrush and than apply them in low-res version in maya?

the point i want to understand, when we modelled our character in 3d application we dont need to retopologizing it in zbrush, right?

thanks.


#2

No you dont need to retopo. You retopo mostly from a high res concept shell so you can derive a lower res mesh for animation purposes, or achieve higher levels of detail in zbrush itself.


#3

export as OBJ from maya, open it in Zbrush and you can use the divide button under the Geometry drop down to add more mesh sub divisions with smoothing, and can change back to lower res with the divide level scaler if you wish…then export back as OBJ again and open OBJ in Maya.


#4

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