I do not really know where to start with rigging. I want to rig a high poly character for posing (not animation) purposes. I tried ZBrush Transpose master and a ZSphere rig but it just won't work well.
I also do not really want to learn very advanced rigging for animation. I just want to be able to pose a Highpoly character (with neat geometry and displacement and normal maps for details. Some clothes and props should not deform too much or even not at all. The Polycount wiki on rigging is not much help (more about low-poly rigging, characters without clothing and somewhat outdated).
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https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-B94BF35E-4AC5-4C46-B61B-566BB80BAA60-htm.html
try with something simple for a start to get the principle.
But really, if you're just posing then you should look at transpose master again. Hard props you can place after the fact. Then tweak sculpt the dynamic interaction between objects. A large move brush can be used to easily move clothing into place.
Thanks for the advice! I will try these options.
Are there any good tutorials about posing Highpoly with clothes using CAT + skin wrap?
Should I combine the CAT with the Voxel Skinning
Are there any good tutorials for posing complex characters in Zbrush (Transpose Master / ZSphere RIg)?
https://www.youtube.com/watch?v=QSzWg7aF5Zw
As for Zbrush posing I don't know of any. You don't need to bother with the Zrig. Posing now in ZB should be a lot easier since you can use the new gizmo. If your topology is flowing edgeloops you can ctrl+drag a mask and it will follow the topo. So if you drag on the elbow joint it will draw out your mask away from the elbow whilst masking everything from where you started dragging, backwards. Then blur the mask to give you a nice falloff for deformation.It's almost as good as having a basic rig once you get the hang of it. I've posed many full characters like this that were just for illustration purposes. And that was with the transpose line. As I've said, it should be a lot easier now with the new gizmo.
Plus the great thing about doing it in ZB is that it's so fast to use the move brush to tweak everything(just like you would with corrective morphs on an actual rig)
Then it's a matter of just giving everything a sculpting pass to clean up collapsed geo. Then finally you can palce all your hard props and do another sculpting pass around the intersections, or areas where belts, straps, and the like compress the clothing.
I was trying to use transpose, but the clothes just won't work well. They get pulled in the wrong direction by other spheres in the rig. I will keep trying, but I will first test the new transform gizmo like you mentioned.