ZBrushCentral

For those who work in VFX, need lot of advice

I have hard time about modeling in Maya and Zbrush. I want to be modeler for features films. So, do you guys use Zbrush all the time? For anything you have been tasked to create? Like characters, hard surface etc?

My biggest problem is modeling in Maya, and importing that in Zbrush for example do i need to use Nurbs, SubD modeling in Maya? To create whole model in Maya, or just the base mesh? Or directly to start in Zbrush?

I asked this my friend, she told me that, few years ago when Zbrush were out, they need to use Nurbs and Subdivision modeling only in Maya, without sculpting program. But i still see in some studios, in their job posting they require to know clean Nurbs and Subdivision modeling

There a lot of different workflow.

Some people prefer starting out with a base mesh in other 3D packages. Then re-import in ZBrush for scruplting.

You can use zspheres mannequins for char base mesh.

Personally. I need to work out the concept fast, i can’t stand pulling vertex or box modelling anymore. I like to go in with dynamesh and work out my 3d model, then retopology a high-poly mesh using topogun. You can also use QRemesher (haven’t been released yet).

For hard-surface modellig you can use shadowbox or you can watch http://eat3d.com/zbrush_hardsurface.

So people at VFX dont care how you model something? One more question, do i need to worry about poly count for feature films?

Yes, you will need to retopology your model for animation or games.

I have one more question. How does the guys in Blizzard ILM, Blur studio make so realistic characters? I really really want to learn in depth how to do that.

Please anyone?

Bump