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Registered User
Join Date: Jun 2011
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Starting from Zbrush for production
Okey people i really need some advice from someone who do this for long time.
I would like to create a character or creature from concept art, from Zbrush, so, so that character be used in production, so with animation etc, especially for cinematic or features films. Is that's possible. Can i create a full character from Zbrush, then do re topo in some program like Maya, max or maya, and then do the uv's. or the uv's is done before the re topo? and then to texture and give that for rigging and later for animation? I want to understand the pipeline for this? How does the guys in some major studios, create so realistic characters, so they can be animated from the animator? Anyone can give me some advice, or something PLS To tell you more, i am only interest for character/creature that are for features films. There is many tutorials for creating low poly character for in games. I am trying to do that, but in high poly models, that will be unwrapping, textured, and be ready for rig and animated. Hope you understand, and i really need your help. |
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#2 |
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Registered User
Join Date: Jun 2011
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Anyone.
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#3 |
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Nick/Spud/Spudmonkey
Join Date: Feb 2003
Location: Reading(ish), Engerlandshire
Posts: 2,766
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Use Google to search for things like zbrush to 3dsmax pipeline or zbrush to maya pipeline. You will see loads of articles on how it works and the different approaches for unwrapping before or after
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My homepage mostly designed to show off my <400 triangle low poly models My physical model shop: Buy my crap
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