Getting into Character Design


#1

Good evening all,

I’ve been getting back into 3d for a few months now after a break. I used to visualise hard surface mainly, but my boss is trying to get me our of my comfort zone and do some organics for him.

I’m mainly a max user but have been moving over to Maya to fit within the studio pipe and of course comes with a lot of googling for how to do something in Maya like max, it’s exhausting.

Anyway, I’m trying to get the pipeline down and moving between packages. currently we have Maya, Zbrush and Substance painter for character design. I’m trying to work out when to move between the too as there is a lot of crossover. I see people working in Zbrush then retopo in Maya, plus also blocking in Maya then over to zbrush with Substance for materials after the normals have been painted.

I’m looking for any inspiration and how to go, the ups and downs of doing it certain ways. I have got very frustrated with the complete difference that is Zbrush and not sure to block in Maya the detail in Zbrush.

I’d be very grateful of any help.
Many Thanks
Mark


#2

Zbrush for organic modeling
Topogun for retopology
Uvlayout for unwrapping
Marvelous for clothes
Xnormal for baking normals

Maya/Max as the main package for assembly and hard-surface modeling.

You can use one package, but it will be slower and less cozy, despite the fact you have to switch between different softwares.


#3

Hi there, I am not a designer myself,but you can get in touch with my tech team https://itmaster-soft.com/ . I believe they should know


#4

Although I’m not a dedicated Zbrush user, I’ve always thought a Michael Pavlovich authored tutorial a great start for those seeking entry into character design/concept plus FlippedNormals as well.