ZBrushCentral

How can/should i pose my character ?

Dear Zbrush community.

I’ve been working on a character that is mostly symetric, the character is therefor in a T-pose. Now I would like to pose the character so i can make some really cool renders and ultimatelly 3d print it. Since the character is pretty heavy do i have to retopologize it first, rig it, pose it and then re-import. Should i have sculpted the character in the pose from the start or are there other tricks for this ? What do people do ?? Kinda stuck. thanks in advanced.

Transpose Master will help with that, and is probably the best method if you have several subtools to pose together.

But transpose master never made that lower rez model =/ making it difficult to do anything.

Some people does the pose directly. This is quite difficult because you can not work in symmetry. In general is easier to do the model in symmetry and the pose and correct details.

The best system is to work with subdivisions. Once you have your model with a definitive shape but no details then do a copy, use zremesher, subdivide and then project all. Then repeat the subdivision and project all so many times until you get the full original detail. If you have done the full character without subdivisions is a bit trickier to keep the detail but perfectly possible.

This is the process that follows most of the people. If you are not used to these tools you will need to look for extra documentation about these tools, for example the videos from pixologic.com or youtube.

thank you for your reply :smiley: ! I’ll definatelly give that a go. I do have to say that I’ve actually managed for now. with a lot of effort and a lot of crashes I’ve lowered it to 2 mill and I’ve started posing the character :). thank you very much for your help :).

The advantage of the subdivision is not only the speed. For posing it allows you to modify general shape in low polygon without affecting the details that are preserved in the higher subdivisions. This makes a lot easy posing and general modifications than without subdivisions. Posing with high res meshes has the tendency to create lots of artifacts and small imperfections and you spend considerable amount of time correcting them. Also the tools of Zbrush doesn’t behave in the same way in high res meshes. It is more difficult to soft are unify areas with high res meshes as if there is a resistance from the polys to do so. I think the perfect metaphor is that with higher subdivision the clay is becoming dryer, allowing better detail but not general shapes.

Posing in Zbrush is definitely a struggle.
I’ve tried all the methods… transpose master, zsphere rig, transpose tool with masking, etc.

Now I’m experimenting with using a GoZ to Daz Studio workflow. It looks very promising.

Here’s the demo soldier - this took literally 10 minutes to do (I didn’t bother to tweak the rig at all):

demosoldier.jpg

DAZ has autorig tools? I guess you have aligned the standard skeleton from DAZ and used any kind of automatic rigging.

DAZ has autorig tools? I guess you have aligned the standard skeleton from DAZ and used any kind of automatic rigging.

Yes.

Basic workflow:

In DS load a default Genesis character, and GoZ to Zbrush

In Zbrush, append your sculpted tposed model to the GoZd tool

Adjust your model so that it is somewhat close to the Daz model pose.

With your sculpted subtool selected, Goz back to DS. Your sculpt will be added to the scene.

Use DS Transfer utility to transfer the rig to your sculpt.
Click “Fit rig to…” and choose your sculpt.

That’s pretty much all there is to it. Your sculpt is rigged and ready to pose.

When you’re done posing, Goz back to Zbrush for detailing, etc.

Thanks

Is there any way to change the scale how GOZ send in and out the models? The scale is tiny for Zbrush standards. Also if I send it to Max from Zbrush the model that comes from DAZ is 1.8 cm instead 180cm, 100 times smaller that it should.