ZBrushCentral

Character for TV spot

Hello ZBrushers! :slight_smile:

I'm a new user, and would like to say that this is one of the most astounding forums in this arm of the Galaxy...

Ok, I go to the point: I’m in charge for building a new character for a local TV promo spot; this character will be a roman legionar on the style seen in the “Asterix & Obelix” comics. This character will be used to present the TV’s official logo, with a very short animation (less than 40 secs.).

Here is my WIP: ![legionario_test_03.jpg|1042x886](upload://tuoj7nI6YEJNEIQZK6r2KoK7xEs.jpeg) The question is: how to export this model from ZBrush to 3D Studio MAX, in order to give it to the animators team? At this time the model is about 400,000 polygons, is there a way to make it a little lighter?

Thank you for your help!!!


Falco Stellare - DeepVoid
www.deepvoid.it

Simple

Tool - Export. You should export it in obj. format.

Well, if the model is not rigged yet, you could go to the lower level (for an example to your original one) by pressing Shift+D ( only if you still have lower divisions) then press this little button called “Cage” it will push points to make the low model look more close to your high model (It will look like it’s messed up, but it’s just trying to set everything up as close as possible to the higher sub’ds… Once you will smooth this messed up looking geometry you will get very close to what you had in zbrush on high levels.), then go to the export and export it, there are several options in export like would you like to smooth your UVs, would you like to have groups and so on…

you also could make a displacement map, but it’s a lot more of a headech and i dont think you would want to try that, because your model doesnt look very much detailed, besides 400.000 polygons are not that much…

so if you are using zbrush just to give basic shape your model, i’d suggest you do that by adding more geometry in max or whatever you are using and shaping it in zbrush, that way you wont waste your memory by adding useless polygons…

when you are done detailing your character post it here and we will see which is the best way to export it.

just try to keep in mind, its very important NOT to delete your lower subdivision levels if you are planning on animating him, otherwise you will end up doing all over again.

shortcuts “D” to go higher levels “Shift+D” to go lower levels.

Thank you for your advices, I’m going on with the export operations and successfully get the model into MAX.

Anyway, I need to have a good learning time in modelling with ZBrush, in order to obtain good optimized models; this character, for example, is too heavy with a huge number of polygon even in places where are not necessary. I’d better to revert to ZSpheres and do the modelling job again from the scratch, but only after having had a good reading of tutorials and manuals :slight_smile:

I’m planning to be a permanent member in a 3D development team, and I think that this is the good place to learn fundamentals in this amazing realm.


Falco Stellare - DeepVoid
www.deepvoid.it