ZBrushCentral

Help me get off and running please

I have frantically been reearching and watching dvds but still cant get going as I have a few things that are niggling my progress. I dont want to start and go down the wrong path from the off. Please help.

So I will be doing a character, a runner, and I am starting with the low poly mesh in maya. I am struggling with workflow thats all and hope someone can help. I have read that the best practice is to start with a very low poly and then export to zbrush, but then I have also heard that I need to have more polys initially around more detailed aread, like the eyes etc. Which is best?

Then in Zbrush I will sculpt away and get it to how I like it and retopologise (just wanting clarification along the way to see if my workflow is correct).

Then I am unsure about the next step?

Do I project the high topo mesh on the low poly one? Why do this because I thought that the idea of retopologizing is so that I can then use my low poly clean mesh and use my normal maps in maya?

Do I bake or something?

Sorry for all the questions. To clarify.

  1. Low poly in maya
  2. Import obj in zbrush and sculpt to desired final result.
  3. (stuck) I need clarification here. I have 1000 things going round in my head about how to proceed from here. Would I retopologise? Would I create just normal maps? When would I go into uv editor (before in maya or now?)
  4. Can I have multiple normal maps? One on clothes, trainers, head etc?

I just need help

I’ll try to help you though I use 3ds Max and not Maya, so some of my thoughts might be wrong…okay?

Go ahead and accept the fact that you will totally screw this first model up, so don’t stress out and don’t spend forever sculpting away on something that more than likely will be a learning experience. :wink:

Yes, I like modeling in Max/Maya before bring the obj into ZB. how much modeling? Depends on what I am going for. Only working and trying it out will teach you. Learn what happens to obj’s when you sub-divide with smoothing on and off. So model a simple geometry in Maya and then import to ZB and play with the sub-divide options, you will see what I am talking about. I would normally sub-divide a couple of times with smoothing off and then turn it on for further sub-d’s. If your mesh has some density (polys) to it first it will smooth less.
I can’t answer your topolgy question because I get it correct in Max first before bringing it into ZB. I believe you would have to transfer the new topology to the old because you are screwing with the obj form. So whatever form you did high poly sculpting on you would want to have that same form for low poly so your normal and displacement maps would show correctly. Should recheck this with a topology guru though.
Sculpt away with as many sub-d’s as your system will let you get away with or when you achieve the desired results you are looking for. Once sculpting is done then you will want to create normal and displacement maps.
You can then take the normal and displacement maps into Maya and apply them to your low poly obj.
Normal maps aren’t necessarly dependent upon mesh density (poly count) but displacement maps are. So if you create a displacement map from a bizillion poly obj in ZB it will not transfer correctly to a 7 poly obj in Maya. Again, trial and error will teach you what you can get away with and what you can’t.

You will also have to have your obj UV mapped with no overlapping uv’s. You can apply uv’s in ZB or Maya. I don’t use ZB for my mapping but that is a personal preference and not a knock against ZB in any way.

I think probably your best bet would be to create a simple wall (box) in Maya and bring that into ZB and then sub-divide the wall. Now with enough sub’d’s applied start sculpting away and try to make a cement wall with a section crumbling away and exposing some rebar. Then do some searches for creating normal and displacement maps and try bringing all of that into Maya and you will see the results for yourself…what is working and what isn’t. Again, don’t spend forever sculpting because it will no doubt be wasting upon learning what works and what doesn’t. If you are trying to keep your poly count really low then you will probably have to do with just a normal and diffuse map…but that isn’t a bad thing. You can achieve some great results with just a diffuse, normal and specular map.

This is a very general outline for you and is not meant in any way to be comprehensive. This is a new toy and you will have to fall before you can run.
Good luck! :smiley:

Thankyou for taking the time. You have been more than helpful. I will try your suggestion with a simple wall or something and see how it goes. Like you said there is no point getting bogged down and setting myself up for a fall. I will show you my findings if that is ok.

Not a problem Runner, happy to share.
You can post here and there are lots of peps who will assist, if you want I am at [email protected]