Hey guys,
I’m about to start this long and painful(?) process called “posing a character in Zbrush with a lot of subtools” (with my pirate model). It’s the very first time I’ll do this on a highpoly model and I’d be interested to know which technique works for you the best. After picking informations here and there on the web, I found three solutions so far:
- Using Transpose master and the TposeMesh: This is the only method I tried so far and I found it pretty hard to work with. The way you have to add subtools in your “selection” with ctrl + click drag ‘n drop on ALL subtools you want to add to you selection seems very painful to get a “global” and clean falloff selection. I found myself fighting with the selection of each subtool, then loosing the whole selection, etc. I should maybe dig in a bit more, but I’d love to see a temp “subtool merging” during the time you’re doing the rig. This way you would have to deal with just one simple and global mask selection for every objects !
- Using Zsphere Rig: Didn’t find any real walkthrough on it and I don’t see a lot of people using it. Has it to do with the fact that this technique isn’t fully functional? (more like a hack or something?) Or maybe really not user-friendly?
- Vincent “Valh” Joyau and I played a bit with transpose master and import/export between max and Zbrush. It looks like you actually can export the mesh(es) (after the TposeMesh step), import in max (or any other 3D package) making sure you select the “multiple” mode (means that every subtools will stay and won’t be merged), apply a skeleton/skin modifier on the meshes, rig/skin and then export it back in Zbrush without any big problem. I still need to investigate on this method, because I wouldn’t want to rig the whole character and get a typical mesh explode in Zbrush at the end (referring to the import/export thread on PC, where I mentioned that for some reason, when I use max, sometimes I get my mesh exploding in ZBrush, sometimes not, and I still don’t know how to fix that…).
Anyways, I’d be more than happy to have your thoughts about this.
Thanks !
-Renaud
Replies
Being able to merge should help you a lot, just make sure you're done before you pose or else you might want to tweak something and then have to pose again!
Personally for a complex character, if you think transpose master is gonna be too much effort, i'd probably just export the tpose mesh and try rigging it in Max or whatever. Do some test re-exports before you start rigging properly just to make sure the mesh still "survives"
What I tend to do is tpose master to make one mesh, then auto polygroup that and mask of parts as I need, posing the rest. Then when done, just finish tpose master.
Frump : what MoP said ^^ Transpose master is temporary "grouping" the meshes in one single mesh (instead of a real seamless merge) but still keep all objects separate when it comes to make the mask selection (or maybe I'm missing something here?)
MoP : Looks like this solution is the one, here thanks for "securing" it ^^
Gwot : I directly thought about GoZ and especially WHY they didn't add a max support for the first version of the plugin... *cry*
Mongrelman : yeah I tried that and it's basically how you have to deal with this plugin, but when you have bunch a VERY small pieces such as cloth attaches, rivets, etc. it's really a nightmare to add like 40 elements to your selection just to rotate the arms a little and redoing it each time you want to tweak a part of your mesh (+; the selection system is pretty laggy and not really accurate with smaller pieces). If at least Zbrush had the option to save masks and name them, this way you would need to do it the first time and that's it.
Pior : I'm not sure to understand your solution. But in my case, I wouldn't bother if it wasn't for a 3D print. But the company (ownage.com) need a .ztl file with the highpoly character so I need to end up in Zbrush and keep all my subdivision levels.
Johny : yeah I remember using "import as layer" when I was using mudbox and I never had any single import/exort problem with it, but I'm "stuck" with Zbrush on this one ^^
anyways, I will keep you updated
Have to say, I'm curious about exporting the combined mesh, posing with a rig and importing that back in. Theoretically it should work, but I get the same problem as you where sometimes meshes explode when you take them back into zbrush, despite doing the same thing as with other models that came back in fine.
Have you tried using subtool master to actually merge bits together into one subtool before using tpose master. You should be able to reconstruct subdivision levels with that.
It would save selection time, but make the model more of a pain to sculpt.
Another idea, though again an akward workaround, would be to combine subtools together, do a quick and dirty uv map and make textures that act as masks for the various parts. Then you could load the appropriate texture and 'mask my intensity'.
'fraid I don't know a sane way to go about this problem
Complete walkthrough using 3D studio max 9 and Zbrush 3.1 :
1. Highpoly loaded in Zbrush
2. Transpose Master > TposeMesh
3. Exporting the "merged" lowpoly (lvl0) mesh from Zbrush
4. Importing the mesh in max making sure the "multiple" mode is selected (!). For my test I just checked "rotate model" in the obj options (no Uvs yet). Having "multiple" mode checked will keep all subtools as seprate objects which is a must have to be able to reimport back the mesh(es) in Zbrush.
5. rigging/skinning/pose the mesh in max
6. exporting as obj from max using the classic obj setup (quad, etc)
7. importing back in Zbrush
8. Once the pose is imported in the TposeMesh, just press the other transpose master button to come back to your highpoly
Have you tried using the pose as a morph target? I was wondering if you could tposemesh the model, then save a morph target before you export to max. So when you import back into zbrush the pose will be a new morph target, so in theory you could just tposemesh your model and switch between the base pose and the new pose.
So it all stays quite editable and flexible.