Hey all,
I finished a model in ZBrush, brought it to Maya, then rigged it
But then I noticed that I forgot to make a ear hole...
- But if I bring the model back into Zbrush to model the earhole then i lose my rig...
- But if I do the ear hole in Maya, later on I have the high res version of the model in Zbrush which I plan to make a normal map of to get the details back onto my simplified retopoed model in Maya....
= The normal map will just cover up the ear hole (if i make it in Maya) when I apply the normal map
-Any suggestions on how to solved this dilemma without losing the rigging work?
Replies
already done it, then try just to extrude inwards the earhole and then correct WP in that area. Sometimes it
bugs, in this case extract a displacement map, paint in Photoshop the earhole depth and then convert the map
to a normal map (not quite sure if there is that possibility).
if you export your model as an obj, so long as the vertices are not changed it will update in zbrush. In other words, you can rig and pose your mesh, export as OBJ,
If I rig and pose my mesh and then export it, wont my rig and skin weights dissapear? So when I reimport it to Maya I lose my rig?
and in Zbrush I have my High resolution mesh with details, while Maya is the retopo low rez mesh(which is rigged)
If I export the low rez mesh, and make the ear hole,
Then later on when I bake the high rez mesh on the low rez one, the ear hole gets filled cus I did the ear hole on the low rez one.
I mean is there a way to do the ear hole on the low or high rez mesh, then have it somehow get created? on the other one?
Maybe Maya Live Surface?