ZBrushCentral

First WIP, Boxer

Hello all,

Just starting to learn zbrush and here’s my first attempt at working on a proper model after just playing around with the interface. Low poly cage was made in maya, imported as obj to zbrush, worked on and exported as hi-poly obj back into maya. I’ve not figured out my own working method yet, still alot to learn with the projection master and displacement maps. My aim for this model is to use maya fur and set it up completely for animation. The ears and flappy cheeks should be a good challenge :slight_smile:

[Untitled-2.jpg](javascript:zb_insimg(‘18825’,‘Untitled-2.jpg’,1,0))

The zbrush work on this was just a play about. Going to go back and work on the low poly cage, sort the ears and then start properly on it. I’m just so impressed with what can be done in such a short time with zbrush

I’ll try and keep this thread updated.

Martin

well ya know you are gonna have to keep it updated now that ya teased us!:smiley:

welcome to the addiction!

Welcome!Nice start!Hope to see how diìo you’ll realize the fibers before I die,or before YOU die!:smiley: :lol:

JOKES,SORRY!

WANNA LOOK?

ALIEN FACE HUGGER

MattHHH :cool:

Ello again,

So i’ve gone back and reworked the low poly model abit, added some ears and then gone over it again in zbrush. Results Below

Untitled-3c.jpg

I’m fairly happy with the above result without going into displacement maps, and as the dogs going to be covered in fur i’m not that worried about small details.

Now for some questions – This may be rather long

I had a quick play around and i can get the ears to fold down fairly well with bones in Maya, but this has brought up the whole problem of my workflow. Originally i wanted to setup the dogs head for aniamtion, but i’m kind of confused as to the order of doing things. From what i gather, i’d do the following.

UV unwrap the model, export low poly to zbrush, sub-divide and work on, export displacement maps and low/medium poly cage back to maya, rig that and allow the model to be subdivided furthur at render time. But thats not taking into consideration of blendshapes and clusters, i’m not sure how they react to displacement maps, or fur for that matter.

Any help and critique would be much appreciated

Cheers
Hez

Really nice … can’t help with your Maya query (way out of my price bracket, I’m afraid). Welcome.