rigging with smouthing or without smouthing ?


#1

hello everyone ‘’ sorry for my bad english ‘’

this is my first participation in this forum and I thank all the participants for their support and helps!

in fact im using Maya for 6 months
and until now and due to many tutos that i can find on the Net i could learned lot of thing. and since this moment I had never ask a question because I prefer to find solutions all alone. .but today i have a doubt concerning success of an animation which I prepare. now I create models for this by using Maya with mudbox.and to improve my work I smouth my model and I send it to mudbox wich result a satisfactory reslt but with much of details. then I import it on Maya with much of detail and vertex, and we know all that working with much of detail is so painful. and what confuse me is at the time of the rigging of the face of this model would i have problems or difficulties ? because the majority of the tutos that i viewed make the rigging without smouthing? in other words. is the rigging of a face is easy with a model which contains too much of detail? does there exist a method which can make it easy? or I must make the rigging on a model with few detailed?
your advices are so precious in this step

Thank you so mush


#2

Generally speaking the workflow when working with a hires sculpting app like Mudbox or ZBrush is that you bring in the low poly mesh, subdivide it in the sculpting app and create the hires detail. Then you bake those fine details into Normal/Displacement maps which are then applied to the low poly mesh in Maya. This means that you can then rig the low poly version but when rendered the Normal/Displacement maps will make the model look more detailed than it actually is.

It is possible to rig a high res mesh of course, but it’s much more work and the resulting rig will be more sluggish for the animator to interact with while working so it’s best avoided if at all possible IMO.

Cheers.
Brian


#3

:thumbsup: now i see how things are going to work :wink: i was sure that there is a way to make things more easier cause rigging with lot of vertex is a Hard mission … thank you brian you saved me from lot of work i was going to do !:applause:


#4

Make a mesh that is good for deformations. Elblows, (add loops), Lips, (add loops), Eyes,… Knees,… etc… Don’t use the hotkey “3” in Maya. Your mesh needs to be independent of that at all times for many reasons… (which renderer you use… vray,… etc)
Keep in mind your base mesh that goes to Zbrush will still come back with the same mesh, but with diplacement information, and normal map info… and make sure you have good uv’s before it goes to zbrush or mudbox etc so you can paint on it in Photoshop later.


#5

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