ZBrushCentral

E.D.A.H - Every Day An Hour (Jack and Kevin)

Well I spent the better part of two hours trying to get a lowpoly mesh exported from Maya. Im new to Maya… I had a better mesh than what I have finally posted but could not get it out. So I went with the most basic shape I could.

Sometimes I can import the Ascii or .ma file. Other times it will only import the .obj file. I can not find in the tut’s why this is yet. Switching from Lightwave to Maya is problematic. Sadly Lightwave is version 7 about 10yrs old. And Maya seems to be the more popular standard.

So here are some really poor hands, now that I have a workflow, I’ll see what this month brings. Great work on your submissions. Any Maya to Z-Brush tips you can offer will be welcome.Hands_02_12_2010_01.JPG

The mesh needs to be made simpler, with all quads if possible. Your hand there has way too many triangles and it’ll cause pinching problems when you try to sculpt on it.

Make your model, be sure all the necessary points are welded and export as .obj.

The one on the left is faster to make, but I get some pinching between the fingers where the poles are. The other one doesn’t have that problem.

[attach=180942]hand_topology.gif[/attach]

Attachments

hand_topology.gif

Hand_02_14_2010_02.JPG pull out of this mesh.

Attachments

Hand_02_14_2010_01.JPG

You should be able to do OK with that mesh, but it would work better if you made the polygons a little more even.

The ones on the palm and fore arm are a bit too stretched and that’s another thing that may give you some head aches.

It’s important to avoid poles and overly stretched polygons as much as possible.

the more even your topology is spread out, the easier it is to sculpt on.

This one took me a little over two hours.

Well, my schedual is crammed with stuff to do right now, so Im going to have to drop out of posting here, for now.