I've spent the last few months teaching myself Zbrush and various other 3D programs. I'm mainly interested in creating miniatures/statues for 3D printing. I've been tinkering around with an idea for a while:
What's the most efficient workflow for creating a high poly character (for 3D printing) with multiple versions of the same character in different poses or outfits?
I believe the workflow looks something like this:
- Create or alter existing base mesh for the character's body in Zbrush
- Import base mesh into Blender (or Maya) for rigging into various poses, and create animations for each pose that starts in the A-frame pose and ends in the desired pose
- Import base mesh into Marvelous Designer and create clothes, use each pose animation to simulate the clothes in that pose
- Import each of the posed and clothed models into Zbrush for final sculpting pass
- Finally, use Zbrush to prep the models for 3D printing (slicing parts that need to be printed separately etc)
This workflow would be faster than sculpting each version of the model individually in Zbrush alone, but is it the most efficient workflow? I'm still pretty new to 3D, and I don't know what I don't know. I feel like I could easily be missing something. I'm not opposed to learning other tools/software, so if there's another tool I could use to improve my workflow, please let me know.
As a secondary question, is it possible to rig a character and create an animation for each pose using Maya Lite? I've done it in Blender, but I haven't used Maya. Would Maya be more efficient or produced a higher quality result? Is it worth investing Maya Lite for something like that?
Thank you!
EDIT: Just to clarify, I want to go for a more realistic style which is why I am thinking of heavily relying on MD in this workflow.
Replies
also you can speed up the marvelous designer part a lot by blockign out the clothes in dcc first. The UV's become the pattern. It works pretty good and saves the tedious setup in MD.
Best way to figure it out is do a test of course. Take blockman through the whole process.
you dont necessarily need to mess with rigging either. Kind of depends how many poses you want to make but if its just a few you can just create selection sets and use soft select to move limbs too. Rigging is a lot faster if you already know how to do it though and have access to some auto-rigs.
you can also explore the fabric simulation in zbrush. i dont think its as robust as MD but its worth spending a few days messing with.
Dealing with MD cloth sim sounds like a great idea in theory but in practice it will be a tremendous waste of time and will frustrate you to no end.
https://www.youtube.com/watch?v=2_OkkKtgAac
Blender allows you to model, skinweight and pose all at the same time. If you ditch the assumption that you need to work "highpoly first and then somehow finding a way to pose that later", and instead embrace the approach of "posable model first and foremost" you'll be able to work 10x faster, and arguably with better results too.
Knowing MD is good of course, and knowing how to sew is great. Ironically enough I'd go as far as saying that knowing how to sew IRL (and knowing how real cloth behaves) makes one even better at sculpting it, and allows to skip sim altogether