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Max/Zbrush Workflow.......Please Help!!

Hey guys, I'm newly registered to the forum but I've snagged plenty of help out of the archives over the past several months. I'm an engineer and recently started dabbling in the world of 3d character design and find that I do many things very well but I believe I've confused myself on the proper workflow.

This is what I currently have in mind:
1) Base model in max
2) Export to zbrush for sculpting detail
3) retopologize in topogun
4) Export back to zbrush and project high poly on to new low poly.

This is about where it goes south.....

Do I create UV's for all of my subtools individually or do I do it for the entire character at one time? Should I do UV's before retopologizing? when am I supposed to bake the maps? Am I doing this wrong from the start?

I understand that this is a lot and I've google and researched many different ways but I haven't found a clean and concise answer. I guess what I'm looking for is a bulleted order of operations from start to finish. Any help you guys can give me would be most helpful. Thanks in advance.

Replies

  • David Wakelin
    1) Base Model in Max/Maya/Zbrush via Zspheres
    2) Export to Zbrush if using Max/Maya
    3) Sculpt Model using multiple subdivision levels. Increase Subdiv levels slowly to ensure your mesh doesn't become "blobby" with detail.
    4) Retopologise in a variety of programs; via exporting to maya/max/topogun/3Dcoat or even in zbrush retoplogy itself.
    5) UVW the LOW poly, you can UV in parts or all 1 character, depending on whether you want multiple maps; however its best to do multiple maps; i.e. face, hands, some clothing on 1 map, whilst accessories on another
    6) Use Xnormal for Baking, Import the high and low and bake your Normal, AO, Cavity etc. This detail will then be processed to your UVW map; I.E. the normals from your head will be displayed on the section of your low poly UVW head.

    Hope this helps.
  • supermanlt700
    awesome. so once I retopologize I just import my low poly into max and use the hi poly to bake maps in xnormal? I don't need to project or use the decimation master or anything like that? I think that is where I'm getting confused.
  • David Wakelin
    Decimation master is just there to help your computer handle the polygons. If your computer can handle millions to retopologise against, then sure do it. If not and max crashes/laggs then decimate to the extent that your cutting down polygons but not losing detail.

    Baking is also known as "projecting" its the same thing, your projecting the detailing or baking them from the high poly to the low poly UVW Map. This map is then applied to the low poly model.
  • supermanlt700
    that actually make quite a damn bit of good sense. I truly appreciate this David. I'll do as much research as I can without posting on here but It I'll probably come back to this thread if I have any more issues. this is a great resource.
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 15
    Dont forget to unwrap your lowpoly/retopologized mesh before trying to bake normalmaps!
  • maximumsproductions
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    maximumsproductions polycounter lvl 13
    Also note that people have preferences where to bake because they all do it a little differently. And certain programs for some reason like to make your normal maps green channel inverted! And why they can't just conform like everybody else is beyond me :P!
  • supermanlt700
    Ok cool. I didn't think about unwrapping them prior but it makes sense now that I'm thinking about it. Is there any one program for baking maps that's better than others. I have xnormal. any tips or suggestions are greatly appreciated.

    This stuff is so awesome.
  • supermanlt700
    so how do I apply my different maps back to my low poly model? do I do it in the material editor? when I google it, I mostly find info on baking them not applying them.
  • David Wakelin
    Itll be in the material editor. You should bake a normal, and AO map, and apply these with the diffuse. I'm not sure if their are different slots in max, but in Maya each material has a normal, specular and AO section to input those textures; as this will combine the effect.
  • supermanlt700
    thanks David. So do I need to add each map to a different standard material and difuse it? that's what I did. the maps are rotated.
  • trebor777
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    trebor777 polycounter lvl 10
    NO you use the map in the "maps" section of 1 material.
    The normal map has to go in the "bump" slot, using a "normal bump" which uses the actual normal map.
    I would use AO as a base to create my Diffuse map painted in Photoshop or whatever :)
    and apply that in the diffuse slot.
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 15
    Dont mean to put you off but maybe try some smaller projects to figure out the foundations of 3d workflow before jumping head first dude.

    do some simple scenes to learn about your 3d app.
    learn about UVs, and textures. diffuse, specular, gloss, etc and how they effect eachother.
    Read up on what bump and normalmaps are and try a few bakes etc and get them to work on a simple lowpoly mesh.
    Try baking ambient occlusion maps.

    Once youv got all these basic things nailed, you can combine them, and gradually figure out a fast workflow when applied to one project.

    less headache, better grip on foundation skills - only downside is it will maybe take a bit longer...but in the long run, it will benefit you more.

    Edit, oh and if your using max, the max help is really good for the basic stuff and its right there, id recommend going through the getting started tutorials, and further along, for any specific feature or function, use the help and search to understand how it works and how to use it. Google if max help cant get you the info.
  • supermanlt700
    no, you aren't putting me off at all. In fact I kind of came to that conclusion on my own last night. I've got an account with digital tutors and a handful of books so I think I'll just start at the beginning like suggested.

    It's unfortunate because it will be a bit slower but I'm naturally a perfectionist so in time it'll all shake out. I appreciate the input.
  • supermanlt700
    Hey guys, I've made some solid strides over the past few weeks but I've hit a bit of a snag. When I export something with more than 50K points from zbrush to max it becomes invisible in max. I've tried flipping normals and just about every setting in there and I can't seem to get it to work. I read something that if your graphics card isn't powerful enough that could happen but I'm running a quadro 5000 and would be shocked if this is my issue. Any insight is helpful. Thanks.
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