ZBrushCentral

Character modeling workflow understanding

I’m in search of more light on the subject of my workflow as I feel there might be better methods out there that I’m unaware of…

My current workflow for previous models:

  1. Create symmetrical base meshes in maya for any hard surface objects. Any objects that would be difficult to make in ZBrush (straps, pouches, buckles, head gear, armor plates…etc)

  2. Create any organic objects in ZBrush (male/female mannikins, creatures…etc)

  3. Sculpting: I Import all objects into ZBrush (as symmetrical bipeds in neutral poses) and begin adding detail using symmetry like wrinkles in clothing/fabric, details in the flesh, skin and muscles. I add scratches and basic wear and tear on any hard surface objects as one might expect to find. The result is 60+ subtools with lots of subdivision levels on each. The screen captures look great at this point.

  4. Transposing: This is were I feel I’m missing something. For previous models, I’ve managed to pose the figures by lowering all subdiv levels and transposing each part into position then “Ctrl+1” replaying the previous action for any subtools attached to it so everything would line up. (Basically, I’ll transpose a leg bending at the knee joint and use Ctrl+1 to replay that action on the boots…etc) This has seemlingly worked for me thus far when I’m faced with a model with 60+ subtools that needs to be posed in Zbursh. I really don’t know a better way. I would gladly hear any suggestions for this step.

  5. Retopology: I suppose my greatest question is concerning retopology for the purposes of rendering in mental ray (at a medium resolution). I’ve successfully used zbrush zspheres/rigging tab to retopologize a few models already which seemed to work for me on simple models with just a few subtools. It seems to me that for my models comprised of dozens of mini base meshes created in maya all that I needed was to simply use the lowest subdiv of each object for my low poly model to render with. No mesh reconstruction involved hardly. Do I have the right idea here?

  6. Generate normal maps, paint color maps, spec maps, setup lights, push the magic button, eat a cookie, done. Thanks for any suggestions.

-kc

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