ZBrushCentral

First Sculpt and a couple of questions...

Hi everyone! I really admire the work that’s been posted on this forum. I’m feeling decidedly brave tonight, so I thought I should post my first sculpt.

[attach=110665]1.jpg[/attach]
[attach=110666]2.jpg[/attach]
[attach=110667]3.jpg[/attach]

Now for my questions. I feel like an absolute idiot because I didn’t bother to research my pipeline before I started working on this project, first and foremost. I have low poly models based off of the topology I grabbed from ZBrush itself. I’m used to working with other sculpting programs where I could just import that in and get a normal map, but there doesn’t seem to be a way to do this with ZBrush that I’ve come across. Should I just resculpt from my new low poly meshes, or is there some way to make this work (I’m using Maya for the rest of my work)? If I do have to resculpt, is there any way I could reference my old sculpt (I really do like it, and I don’t have a lot of time to resculpt because of how fast the turn around times for my class are)? I would really like to save as much of what I’ve got as possible. Sorry if this comes off as really newbish, this is my first attempt at doing anything with ZBrush…

Okay, all noob questions, but that’s okay, we all had to start out sometime. Now I don’t know how much knowledge you have on zBrush so I will start from a really really basic level.

  1. I assume you got your low poly model out of zBrush by exporting out an obj from under the tools menu>export.

  2. To get your normal map out of zBrush you need to have done your UVs in Maya first. Now that model you took from zBrush do the UVs and then import that back in to zBrush go under Tools>import. It will bring the UVs into the tool you have as long as you didn’t change the number of points by adding or deleting geometry while in Maya. You can then go under Texture>check UVs. If you have red showing anywhere, you have overlapping UVs and you have to fix them and then re-import them again as I showed you earlier. Make sure to go under texture>texture off to continue. Oh, and make sure to go under geometry and take your model down to its lowest sDiv level before the next step.

  3. The Normal map is done by looking at the far left at the button called “zMapper” Click on that. Next look for the button called “open configuration” click on that and choose Maya. Next go to “create normal map” on the right side of the zMapper menu. Don’t change anything, just try it out on the default settings. It will start making your map, it can take a little bit of time, but not too long. Now you will see your map after it stops.

  4. Under your texture menu to the button that says export. Export your texture out as a psd. Go into photoshop (yes photoshop) and flip the map vertically and then save it (don’t ask why, you just have to do it). Now you can import your map into Maya and apply it as needed.

If anyone sees a step left out please chime in.

As to having to redo the sculpt and referencing the old one, you probably don’t need to do that, but it is possible to reference your old sculpt if need in the future if you say, needed to make corrections to your base mesh and change the geometry. I have redone models as my skills went up and have done this. You would “project” the old mesh on the new geometry. It takes a bit of fiddeling but once you get the hang of it it isn’t that hard.

Another option for redoing the geometry would be to “retopologize” your model. That can be done in zBrush and does take some skill as you will be rebuilding your mesh poly by poly. Once you’ve done it a few times it’s not that hard. Both methods can take time and would take too long to explain here. This has already turned into the mother-of-all forum replies. I would suggest looking at Jason Welsh’s chanel on Veoh, he has got some great video tutorials there on these subjects. You can also find them in the tutorials section of the forum but I believe you will need the Veoh player to watch the complete video.

Now as for other 3D programs. I have gotten Modo to do a projection by using a low poly model and the high poly model from zBrush (I exported the model as a Obj. at the highest geometry sDiv) and projecting it in Modo. If you have got crazy high density though it won’t handle it. I was supprised at how much Modo was able to handle though.

Hope this answers some of your questions, and I hope I didn’t go too basic for you.
Cheers
Laser Monkey

Thanks for your help :smiley: I did end up changing the geometry too much in Maya it seems, so I’ll have to resculpt stuff. But thanks for setting me straight, I really appreciate it!