ZBrushCentral

Modelling Half Mesh

I woudl appreciated if can help me in this topic:
I have seeing in other forum or tutorial about modeling Head, that is frequently the use of the half mesh of the head (for example),reaching a very detailed and beutiful result.
My questions:
1.-¿Is possible to do a low poli in ZB, import to CD4 or Maya and work with the half mesh?
2.-¿If yes, what I have to do, in CD4 or Maya to have the half mesh? (In Maya,i know you can duplicate in a mirror way your mesh,but i dont know the reverse)
3.-¿What advantages has compared with doing all the work in ZB?
4.-¿Make the render in other program of object made in ZB has actually best result?
I will appreciated if you can help me
Thanks in advance
Andreseloy

Hi Andre;
I don’t have any experience with C4D or Maya, but you can always
use Wings3d to work on sub-d level and if your model is zsphere-
based and of course as low-poly as possible, you can divide it
using the edgeloop followd by loopcut.
On your question 3 and 4, there was a thread discussing the very
subject.
thread

I hope you can find better answers reading this!
:wink:

Thanks Matvara, iread the link and really answer the 3 and 4 q.¡
I wil try Wings3D¡¡
Comment later¡
Thanks a lot friend¡¡
Andreseloy

I made a quick tutorial on how to get a mirrored head (instanced) in Maya, if it helps.

You just need to make your head, either in Zbrush or wherever.

Hope this helps.
http://homepage.mac.com/chadtheartist/.Public/duplicatemirror.pdf

wchamlet:thanks and soo kind for this clear tut ¡¡
Thanks alot¡
Andreseloy

Hi Andre
It’s strictly the same in Zbrush when you sculpt in Edit Mode with X (or y, z) symetry (mirror…etc) :slight_smile:
And when you export your model, just cut it by the midlle (in the expot prog) and make mirror or similar function and at the end merge the two sides :slight_smile:
Pilou

Thanks Pilou my doubt was if that way of modeling will improve the results. I made in ZB the sculping model with only the midface simulating what is done in other program. I draw 3DSphere and mask one half and work in the other half. Im not sure but in lateral view it seems to work in a more controlled way¡? Im not sure at all. Probably is not important but here is…


HALF MESH MODEL.TXT

<BLOCKQUOTE>quote:</font><HR>1.-¿Is possible to do a low poli in ZB, import to CD4 or Maya and work with the half mesh?<HR></BLOCKQUOTE>

I think it is more often the other way around Andres. People make the low poly in another app and then import it into ZB to do the details.

Doing just one half of a model is the way these other apps do symmetry - they don’t have the x,y,z symmetry of ZB.

To answer your question 3, the benefit of doing it this way is that the mesh is organised efficiently so that when you divide you get the largest concentration of polys in the areas where you need most detail. Also, if you want to animate your model, you organise the mesh so that it will deform well.

Question 4: I haven’t used another renderer yet, but I am a little tired of the amount of post-work I have to do to ZB renders to fix up the shadows especially. Maybe it’s just me but I find painting in shadows tedious. I’d rather use a renderer that takes longer but is more accurate; I could set it running then and go and mow the lawns.

Hi Bonecradle thanks for give light in this side¡¡¡
1.If i understand,in the other program the user more frequently used half of a model… then make symetry.
2.So the results are low poly models…
3.Then are exported to ZB for details sculping and/or texturing…
4.The benefit is that the mesh is modeling more eficiently and the animation work better if the mesh deformation is better.
In this point make any importance to do the modeling process with midface mesh in ZB masking like the image above?
5.The render point i understand from a thread that Matvara has pointed above too.
Thanks a lot friend Bonecradle
This image below was made with the midface mesh

This in an update from the image