Its been too long since I released a tutorial. This weekend I went through and made a Zbrush 2 and max 7 video tutorial. Its about an hour long, and I cover zspheres, the paint deformation tool, hierarchal editing, exporting to obj's Importing into max the various levels and then using Max 7's render to texture to get a normal map and a GI bake off the high poly model to the low poly.
Please forgive the hastiness of the tutorial, as I wanted to fit it all into one hour, and I didn't get much actually painted on the model, but it should cover all the tools.
Take it easy on my bandwidth, its a 33 mb file, and hopefully rogue13 will upload it to the ftp soon and I can link to that. Lemme know what you think peoples!
www.poopinmymouth.com (read the news *fatties)
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you r teh helpful
If you look in the Transform tools right under the symmetry buttons you'll see another set of XYZ buttons that can control zsphere resolution on a per-sphere basis. If you drag on one button all 3 will update in unison. If you hold down SHIFT while dragging you can alter each input separately and create different subdivsion resolutions for a given sphere.
What this does is set the resolution level for the very next sphere you draw. This is best applied in areas where you need more resolution than a default sphere can supply, like hands (for fingers).
It's a bit funky to get used to - and you have to remember to drop the resolution down to 0 again right after drawing a sphere or any new ones after that will also be subdivided. But once you use it a few times it becomes second nature, and can really improve the quality of your derived meshes.
Here's an example using a 5 fingered hand: The resolution was changed so that the palm sphere or junction from which all the fingers branch is dialed up, resultinig in nice clean joints for each finger.
Yay for Zspheres!
You're the man.
Thx poop,
-R
There are a bunch of cool scripts from the community - take a look into Materialbaker and PixolNormalMapper (for worldtextures).