Hi guys, I'm about to start a character animation project. I just want to grab all the tips and advice I can before getting started. I'm going to be modelling a character and then animating it. Is there a specific work flow I should have in mind with 3ds Max and Zbrush to make sure it's ok to animate once modelled and…
Please don't say this stuff to beginners! People will just read that and think those autoretopo meshes are good for animation. They are okay for sculpting but for anything that relies on topology, such as animation, the results are just horrible in detail. Good at first glance but pretty much not usable, cleaning the messy…
It's possible, but you'll likely have an easier time constructing the low poly mesh and baking your textures elsewhere. For now you could just focus on getting your highpoly sculpt done. The mesh doesn't need to be built to deform well, just to sculpt and possibly paint well. Once you have that you can retopologize it in…
Thanks for the help guys :) So, I'm going to model the basic shape in Max and then export it into zbrush/Mudbox to add details that I can then bake into Normal Maps. I need this character to be easy to animate so that's why I'm taking the time to make sure I use the right workflow. There are alot of mixed answers out…
there is no right or wrong, well okay there are but you need to figure out some things for yourself, just by yourself. personally i prefer a solid max blockout for concepted pieces, because i am fast at it and because i can quickly tweak stuff in blockout phase. but if there is no concept and i should improvise i also use…
The new auto retopo tools in zbrush are amazing, you don't have to make a low poly somewhere else... http://www.polycount.com/forum/showpost.php?p=1868327&postcount=20 But for baking, yes, do it else where.