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ZBrush Character Sculpt workflow questions

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LadyPoro polycounter lvl 4
I have been using ZBrush to sculpt a character for a University module, but I have a few questions about workflow. (I'm fairly new to ZBrush and character modelling in general).

What would be the best order to do retopology, rigging and unwrapping in?
And should the retopology of the clothes and body be done separately?

Hopefully those questions made sense!
Thanks in advance  :)

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  • Alex_J
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    Alex_J grand marshal polycounter
    will be easier for you to understand if you think in terms of goals rather than disembodied steps.

    So to answer the question you first have to define the goal.

    If it is meant to be an animated real-time character you need to have a low-poly version of the model. The sculpt is for baking normal map from. 

    In order to bake, the low-poly model has to have UV's unwrapped. So there is only one way then - retopo to make the low-poly model, unwrap it, then you can bake.

    Rigging can be done anytime really but largely depends what sort of rig you are using. If it's just a quick auto rig for posing or basic animations you might as well wait until you have the low-poly made, then do the rig, test out if you need to change any geometry, and do the baking after you confirm that.

    Whatever your workflow, things change so try to keep it all as non-destructive as possible. That's why learning "steps" is limiting - you need to be able to change steps around as needed.
  • LadyPoro
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    LadyPoro polycounter lvl 4
    Alex_J said:
    will be easier for you to understand if you think in terms of goals rather than disembodied steps.

    So to answer the question you first have to define the goal.

    If it is meant to be an animated real-time character you need to have a low-poly version of the model. The sculpt is for baking normal map from. 

    In order to bake, the low-poly model has to have UV's unwrapped. So there is only one way then - retopo to make the low-poly model, unwrap it, then you can bake.

    Rigging can be done anytime really but largely depends what sort of rig you are using. If it's just a quick auto rig for posing or basic animations you might as well wait until you have the low-poly made, then do the rig, test out if you need to change any geometry, and do the baking after you confirm that.

    Whatever your workflow, things change so try to keep it all as non-destructive as possible. That's why learning "steps" is limiting - you need to be able to change steps around as needed.
    Thank you!
    This was really helpful 
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