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View Full Version : A 'heavy' project (3dmax, zbrush)


Thrillhouse900
21-07-2009, 02:38 PM
Hey guys.

I'm just trying to start a project, doing the whole basemesh thing in 3dmax, sculpt in zbrush, and rigging and animation back in 3dmax.

Check out the base mesh so far, I need help! Not really positive on the work flow between programs. Any suggestions for the base mesh? the edgeloops? I am a little in the dark.

C&C Are Needed! Help! :lame:

Psycho Mantis
21-07-2009, 02:54 PM
if you just want a quad no matter what - make a cut where the " - " is before your grrr - and you are done - or you cut on the side of the nose and lead it towards the eyebrows, and take it further around his head or down his neck.

Thrillhouse900
21-07-2009, 04:19 PM
sweet, your right, thanks!

any suggestions on working with this to zbrush? I've sort of tooled with a workflow, but I'm not super positive on how things are done.

Should I do all the mesh details in 3d max and then use zbrush for fine details?

If these are redudant questions and theres a simple link where these sort of things are answered, I would appreciate it,:smug:

I'm a terrible googler :(

m.ramdan
21-07-2009, 04:41 PM
http://img39.imageshack.us/img39/4690/63672265.jpg (http://img39.imageshack.us/i/63672265.jpg/)

Thrillhouse900
26-07-2009, 07:48 AM
Hey, still going at this! Went though some texturing with Zbrush, but I am noticing a lot of problems.

Biggest one being my nose topology, I've been looking at proper topology for a nose, but getting to that from my nose (while preserving uvs) is proving difficult.

I'm sort of at a fight or flight situation right now. Might just start over, fix the uvs, and the topology, then go back to zbrush and resculpt. Or should I try and salvage this work. Though call. What do you guys think?

Thanks!

poopipe
26-07-2009, 10:08 AM
apologies if this is teaching granny to suck egss but I think you've missed a trick

get your sculpt looking exactly how you want it.
either retopo in zbrush or export the lowest subdiv to max and do it there (probably the best approach in this case)
unwrap/fix UVs
bring it back in to zbrush and project the sculpt onto the mapped retopod mesh.

Thrillhouse900
28-07-2009, 05:36 AM
Little happier with this....

I hate the eyes though, I can never seem to get eyes right, any tips? :(

Tank[NL]
28-07-2009, 12:03 PM
the pupil should be more or less over the corner of the mouth. in other words, his pupils are too near his nose, making it look like he's crosseyed.

and yea, eyes suck. i usually put in a simple eye really early one with the center of the sphere where i want the pupils. saves a lot of trouble further down the line.