Hi there,
for my first shotfilm I´m going to try and push the limits a bit and therefore UI was looking into ways of getting more detail out of Zbrush, since its the only 3D App apart from 3ds Max I´ll be using.
I found a tutorial about the multi subtool multi Uv tiles workflow here:
http://www.cgstudentawards.com/magazine/entry/making-of-the-beast-by-javier-blanco
It also uses Mari and Maya instead of 3ds Max but for now this is the best description I found, to get the amount of detail I´m after.
I already know, that I will only be needing that amount of detail in some shots and on some objects, for the Rest single tile uvs without subtools wll be enough.
But for thos instances, I will need the amount of detail I´m after, I´m not sure if I got all of the workflow right, so I´m hoping someone with a little experience in that field could help me out:
- Basic sculpt in Zbrush or create Basemesh in 3ds Max.
- Start sculpting up to maximum level of detail I get out of Zbrush in one subtool (around 10 mill polys).
- Export new lvl 1 Mesh to 3ds max and unwrap (preferably try and keep the edges straight, as laid out in this tutorial:
http://polygonspixelsandpaint.tumblr.com/post/19733351349) - Place UV shells in diffferent UV islands.
- Reimport unwrapped basemesh to zbrush sculpt (alternatively import as separate subtool and just copy and paste UVs via UV-Master. Sometimes that seems to work faster).
- Create polygroups from UVs.
- Duplicate subtool to keep original subtool.
- Split duplicated subtool by polygroups.
- Subdivide new subtools to new highest level and finish detailing on each.
The next parts are a bit unclear…
9. Create bridge meshes from original unsplit model.
10. reproject highest details from all split subtools onto that bridgemesh.
11. Fix seams on bridgemesh.
12. reproject bridgemesh on all subtools.
After that it should be pretty straight forward:
13. Export displacement/polypaint map for each subtool.
14. In 3ds Max use the original Basemesh from step 4.
15. Load all maps from the split subtools, offset the U and V values and create a compositemap with all maps.
16. Use that compositemap as final displacement map.
Alternatively, but only for static meshes:
-Don´t use the LVL 1 mesh, but rather a Level 3 or even 4 Mesh.
-Use Vector Displacement.
Can you please check that workflow and see if you can spot any problems?
Or are there other, better workflows, without the use of other commercial software?
I wish they would just change Geometry HD, so you don´t need to delete the lower subdivisions, that would be the perfect solution to achieve this level of detail without such a complicated workaround…