Hi, guys!
I’m very eager to learn how to work with animated characters and displacement. The problem I’m having is that the representation I have with the skinned character is far off from the displaced character =/
I’m interested in the correct workflow for this. Perhaps I should model my mesh completely in maya and only use zbrush for normal maps so i never export the model from zbrush back to maya?
Or should I sculpt and then retopologize to get my edgeflows where I want them to be. for instance if he’s to flex a muscle, I need edges near eachother to perform a crease.
If you model a face in maya and export it to zbrush, sculpt it and then export the level1 back to maya, it’s now completely smooth and lack any details that define the character.
Times when I used the “store morph target” and export the level1 to maya I also get a crazy result, making the head to have very sharp angles etc and it doesn’t represent the displaced mesh either. What is the cage, is this something that ought to work better?
Will that push out the level 1 mesh to conform to the highest subd in zbrush so the representation in maya equals the rendered mesh?
I’m sorry if I’m being a bit fuzzy, but I hope you understand.
Perhaps you could explain a workflow you use for displacement and animated characters combined with cloth, undisplaced armour etc.
Thanks!