ZBrushCentral

Workflow question

Hi,

This will be somewhat of a noobie question for you guys I think. I made a Perch in 3ds max and I just imported it to Zb for some detailwork and to shape the fins. Before I imported it I unwrapped the model, thinking that I could use the mapping for displacement and shadertextures. But since I need to do some reshaping, especially on the backfin, I don’t think the mapping will work. I probably need to export the model more highrez anyway.

But, I’m new to Zbrush and I wonder if I should keep my topology, or work in dynamesh and then use zremesher?
Do I need to map it before I work on it, or does ZB map it when I export the displacement texture in the end?

Whats the usual workflow atm, if you make the model in 3ds max or another polymodeling program? Do you map the model before exporting to zb, or do you map it after? Or do you use some kind of paintingprogram for texturing?

Attachments

02.jpg

01.jpg

It really comes down to you.

You can do any and all of the things you mentioned.

Personally I don’t worry about polygons until I am done with a sculpt.
At that point I retopo my mesh, and unwrap it.
I export out my highpoly mesh (or a decimated version if needed) and I bake my maps to my lowpoly.
I then move to Mari, Substance or 3D-coat for texture work. Photoshop if needed.

But this is me. Some people only use Zbrush for detail work, some people never both with a lowpoly and just use a zremeshed version with an auto unwrap on it.

Workflow is very fluid in Zbrush which is one of its strengths.

Thanks! I think I will keep the mapping, just divide the model and sculpt, and after I export it I’ll see if I can use the mapping or not. The problem for me is that I have not used the texturing programs… but I guess I need to learn some day :slight_smile: