Hey guys, I'm posting after long time.
I was thinking of solidifying my character creation pipeline and thought of moving my (almost) entire modeling work on to zbrush, and using max just as the hub to put all the assets together and render. So here is the progress sofar.
let me start by some renders on current stage.
these are rendered in mental ray using skin plus shader and p_hairtk for hair and fur. rendered in 720p in 8min per frame~
I started the full body sculpt using zb, using z spheres and then retopologized it in zbrush and extracted the normals, displacement maps.
Replies
Hair and fur was done using default hair and fur modifier inside max.
This is how, the total setup/ rig up to now looks inside max.
and to simplify the animation process with lots of facial bones/points,
i wrote a custom tool called 'moneta' that can store and load position and rotation data of array of standard max objects. thus, this was used to store, reapply facial poses.
this, combined with animation layers in 3dsmax, gave a good amount of control for the animator to play with.
Thanks a lot DireWolf for the reply. yep. I completely agree with you. This was my first full body zbrush model and its almost 2 years old now. I also see many anatomical conflicts now. But I just didn't want to waste this model so decided to take it up to rendering so i may learn lots of problems/conflicts that i may face in rigging and other stages.
here are my references