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Default Ultimative workflow zbrush -> 3d studio max !

Ultimative workflow zbrush -> 3d studio max ! Hi Guys, it seems a big deal to understand the ultimative workflow for creating zbrush projects and ANIMATe them in 3d studio max.
What do U think is the best workflow…

I usally beginn with:
1.)zsphere
2.) dynamesh the result
3.) whenn the end product is done clone it…Zremesh the clone to a low poly object…
4.) Reproject details to zremeshed 3-5 times subdividing the low poly ( it seems that only in this way UV-unwrap works …hig poly is crashing for me)
5.) save polypaintings

… and now ??? how are U guys going on for animation projects? I tryed to understand for a solution with many tutorials …but I did not get good results fot a low poly object in max ( that can be animated) …where in the same time maybe I use on it diplacement ??? or normal maps???

can some body help …if u could give detailed infos it would be amazing… thanks:)

9 times out of 10 Zremesher is going to give you poor results for animation. It isn’t designed to be an animation ready mesh, it creates sculpt ready meshes.

Most of the time you’re going to have to build your topo by hand for any area that is going to deform a lot.

thank U…
do U have more tips for me…what is usally a standard workfloe for animation in max ?

There is no standard.
It depends on the artist/studio.

That said, my typical workflow for one off characters is to sculpt it, lowpoly it, unwrap it, bake it, texture it, rig it, animate it.

hi :slight_smile:
after i get low the poly I PROJECT the infos on the low poly from the high poly…what do u mean with bake…how are U doing it ?

thanks :slight_smile:

baking is projection. Well…kind of, but they’re basically the same thing.

thanks :slight_smile: I will try