jeez why is such a simple thing so goddam absurdly hard?
So the classic method of say, bunching up some skin or cloth around a strap, would be to simply export all of it from 3D app. as obj into Zbrush from the getgo right? Then just periodically hide the strap and paint away on your main object ( or vice versa ). Right? This works out fine. BUT! Lets just say ( as in my case! ) you have worked a ton on an arm or a head in Zbrush, but now later in the day you've decided you have this new geometry ( e.g strap ) that you need to interact with it. Now what?! I cant import the new geo from Maya into zbrush without of course de-activating my current work.
Ggggrrr, anyone got any ideas for a workflow here? I've tried a whole bunch of stuff with mixed results, none of them good. But Im just getting angry now
There must be a relatively simple workflow for this.
*edit* I've not really made this clear, but I want to end up with a workflow that enables more than just spitting out insanely high res geo back into maya here. That much I can figure out, but it can only get me through certain situations. I need the subD history too.
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But what you could try is baking out a displacement map of what you have, then loading in your new geometry and applying the displacement map to that to deform the mesh to where you were before. It would take some faffing around and probably some cleanup, but it might work.
Sort of like how you can turn a bump map into actual geometry (which sometimes yields cleaner results than just doing that geometry in projection master).
okay, first auto assign some UVs on your mesh in zbrush. then export a midlevel mesh out, something that accuratly represents the final shape. for this explanation i will just call this a shirt. so next import the mesh(in your case maya) and now that it has UVs create a fairly large texture. also make sure you have your strap in the scene. with the strap and shirt in the same scene paint over the shirt in the area that the strap is on. i am not sure how it works in maya, but in bodypaint i just go into projection mode and paint everything a color and when i hide the strap i have a perfect white strip where the strap was.
okay now back to zbrush. apply the texture, now you have a perfect guide to sculpt around. i masked off the area, ditched the texture and just sculpted the wrinkles, the mask prevented anything that was under the strap fromm deforming.
and there it is. it is actually much quicker to do than explain. after i had that problem i have always made sure to import the straps as well into zbrush.
I tried Marker Master and it was really weird... I kinda got halfway to getting the result I wanted but like everything in zbrush, the interface and lack of a simple explanation made everything ridiculously complex.
bring on mudbox.
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Agreed, mudbox owns.
Oddly, rockstars technique didn't work for me when I tried it the other night ( I was getting weird errors from using the reconstruct subdiv command ) but I got it figured out tonight.
Export finished Zbrush arm back into 3D app.
Build new geo around it ( strap, whatever it is ).
Subdivide strap in 3D app. to final subdiv. rez ( leave arm alone of course ).
Export both as one obj back into Zbrush
In Zbrush, show and hide whatever and paint away til the two pieces happily interact.
On completion, do these steps for each piece: For exporting arm, hide strap, delete hidden, reconstruct subdiv ( flaky, but it works. sometimes ) as many times as you need to get back to your original source mesh ( If you even need it that is ).
Export the piece at whatever subdiv. rez you need back into 3d app.
phew, thanks dude.
wouldnt it be nice if all the shit we needed was just in one bloody program...
Then on import to zbrush, go to polygroups > Uv group. Each squares worth of UV's becomes a group. Pretty simple.