ZBrushCentral

Need some advice in starting my Female FireFighter

Let me break down my proposed workflow,i need your advice so i can get started.Please note this is my 2nd go using zbrush having created an earlier character called Mangler which was basically a simple human form with a fish head(kinda like creature from black lagoon).However,this character is a bit more ambitious.
Proposed workflow-
1.make lo poly in max (mostly quads)
2.export to zbrush
3.Make subdivisions,adding detail,the highest sub division will be used for the normal map created with zmapper(1st time with zmapper)

Q1.Now before i export to zbrush should i unwrap/uvw map my model in max.Surely if i do this the model will change shape(once detailing in zbrush)
albeit a little thus affecting the mesh bitmap,i thought i could save tool with all sub divisions.Collapse down to level 1 save under diff name and export back to max to uvw/unwrap then bring back to zbrush and replace level 1 of the sub divivded model.If this is possible can someone explain how i would do this?
Q2.When i sub divided the model once, the hair also changed shape,I do not want the hair to change as it is just going to have an opacity map applied to give the detail.I tried using crease but the hair in level 2 would not revert back to the original shape.Should i detach the hair and leave it in max or does it matter that the hair changes as it reverts back to original shape in level 1?The same also applies to the eyelashes.However i did notice that although i could add detail to hair i could not get behind it and add detail to head.

Have attached pic of lopoly model from max.I have detached the eyes and the planes for the teeth(which again will use opacity)The accessories will be taken into zbrush seperately and will have their own normal map
Really appreciate all advice

FF1.jpg

Yeah you probably want to unwrap your UVs before bringing it into zbrush it will just be an easier process in the long run.

all you have to do is store a morph target before adding your details if you’re worried about the low res changing shape. Changing the shape of the mesh doesn’t change the UV coordinates (correct me if im wrong).

as to the hair I dont have a great answer for you. you may want to consider taking the hair and adding it to your accessories normal map.

you could always detail everything seperately and piece the normal map together in photoshop so long as your UVs are already layed out.

hope this helps.

Thanx Evan
Can you explain how to “store a morph target”
If i unwrap model 1st can i then leave behind the hair along with the eyelashes and eyes?

Evan,just been searching this forum and have found a post by aurick which details the morph target issue.
Would still like to hear your opinion on 2nd point

If ever you need help with morph target come and see me, i’ve been having trouble with them for a while, but finaly got them to bend to my will.

Here’s a good thread: http://www.zbrushcentral.com/zbc/showthread.php?t=33911

I would suggest full body coverage. With firefighting experience myself, I am not sure a female firefighter would have her midriff exposed, and would definitely have her hair covered.

Or you could put her in a thong and lube her up with some AFFF (fire fighting foam).

1main.JPG thanx for feedback(especially Freewaldo) followed link and looks to be the answer.

I have MAJOR problem-Above is screenshot of same model.
Image to left is the model imported to zbrush ready for some sculpting.
The image on the right is the same model but it has been subdivided to level 2 when i drop the level back to 1(shown) i am left with an altered model(yet no sculpting has taken place).
Question-
How is it the model has changed and how can i get it back to orig.
Let me explain further.
The front of the hat will have a number and other detail added to it but i cant do this as the shape has changed.
The glove is another example.There are no faces connecting the arm to inside of glove and as screenshot shows it appears to have pulled away leaving a gap.
Please can anyone explain and offer their help,as i am getting eager to get on

Hey bodybag your problem is most likely that you dont have the arm attached to the glove I dont know what they call it in max but in maya the polygons are merely combined and not merged or welded. When ZBrush SubDs the surface its averaging the distance between polygons and because your arm and glove are seperated they are being calculated seperately.

You can go about this two ways, you can divide your mesh with the SMT modifier turned off or you can detail the gloves seperately.

a third option may be to go in and weld the points together. that would increase your polys dont know what kind of bugdet you have though.

wip12.jpg sorry for posting more questions again(its getting late here and want to be ready for morning)
tried Evan approach with smt off,result unsmoothed mesh alot of work involved to manually smooth which i am not used to.
this is my idea,would value all feedback.please assist with workflow
1.add faces in max to glove arm area
2. detach top part of hat (point) leave in max
3.export to zbrush,sub divide adding detail
4.drop down to level 1 store morph target
5.import in max uvw/unwrap
6 export back to zbrush
7 replace level 1 with new level1(found out how to do this thanks to previous replies)
8 create normal using zmapper
9 export(pant!)back to max, delete extra faces used for inside gloves and sleeves and attach pieces (hair,eyelashes,eyes) that will only have diffuse and opacity

phew,giving myself a headache, i have posted a pic from another artist called Pedro(who i have contacted asking his advice)
it shows his lopoly and zbrush model>i have asked him (waiting on reply) and i would like to ask you guys how did he manage to sub divide and stll keep shape especially on things like lips as when i subdivide my lopoly the lips change shape and size.

Again thanx for taking the time to read and reply

The female torso looks very cool. Very nice job, cant wait to see the finals on this one. :+1: Keep up the awesome work.