hey guys ,
I'm building my first character, with props,belts, armor and i m having problem thinking the right workflow.
In my mind right now is a total mess.
So...i've created the high poly for zbrush sculpt (2 pictures attached ) and I'm wondering how do i create the low poly for all the props.
The only way in my head is to import them again from zbrush and do a manual retopo for each part (for some parts) but there are cylinders and other shapes.
Is there a simple way to create the low poly from the highpoly prepared for zbrush?
Thanks for your help!
Replies
1/ GoZ the highpoly from Maya (hereafter M). Only the lowest subdivision level will be exported to zBrush (hereafter zB), and when it comes in to zB it will be the wrong scale (position) for detailing so Unify the model under the deform tab in the tools menu.
2/ Detail the mesh in zBrush.
3/ For additional clothing, armor, weapons you can either create them in zB using the topo brush when the items have to conform to the figure, or make a copy of the detailed base figure, decimate it and GoZ it back to M to make accessories that fit. You will probably have to play with the scale and position in the zB export settings at the bottom of the zB tool palet to get your GoZeded copy into M at the right size and position.
4/ Now zB and M are in sync save the tool in zB, this will save the export settings you set. Use the decimated figure from zB in M for all future reference.
5/ Finish detailing/painting your model in zB, decimate a copy (usually as low as 1.5% or until the copy collapses or gets too rough for use in M) of each tool and GoZ it to M.
6/ Retopologize (build a low poly version on top of) your model. If you intend to pose the model later then retopo the model so it will deform well under animation and avoid long poly strips. From memory they dont bake well.
7/ UV the low poly shells.
8/ If you are baking your textures in M you may need a cage for good baking results. You can look that up here or somewhere on the web.
9/ Bake in M
Hope this helps.