![]() ![]() ![]() At some point it's easier to use Zremesher on the mesh and continue working on the low-poly, this way the high-poly will be cleaner and in some cases easier to manipulate because you can have multiple divisions.Īdding some placeholders for the character assets also helps, for example I added a simple shape for the knife and the plate so I can work on the hands and pose them more accurately. I export the eye mesh as an FBX and import in maya. ![]() After that we keep adding more resolution to the Dynamesh and refine the shape. The eyes for my character model need UVs which I do in Maya. The key is to keep the topology as low as possible in the beginning, this way it's easier to manipulate the shapes, also using Polygroups and masks can ease the process. ![]() It's very easy to change the proportions and pose the character in this step.Īfter I think I have the right shapes, silhouette, proportions, I usually start with a low resolution of Dynamesh to merge all of the parts and start adding more details to the shape, and to refine the silhouette from all angles. Select a polymesh3d, enter edit mode and then import over that, that should keep your scale rather than fucking it up like zbrush likes to do. Otherwise, when importing to zbrush, don't import an obj straight up. Once I was happy with them, I started adding cylinders to place the neck, arms, abs, and the legs.Īfter that I used move tool to tweak the shapes and try to follow the concept. You can use the GoZ zbrush to maya bridge, you just ahve to set it up and it's a one click transfer between the programs. In this case I started with placing three main spheres for the torso, head, and the hip. Blocking out the main shapes is one the most important part of the process in character creation, I usually start with the simple shapes such as spheres and cylinders. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |