ZBrushCentral

how to attach a head

asn_head2a.jpg Hello Zbrush,
First off, this program kicks ass, and I just seem to be getting better and better results the more I use it.
Ok, I have 2 questions:
I finished a head and would like to complete the low res body in maya and bring it back into Zbrush. Is there anyway to transfer the sub divided (3rd level) to a revised poly base? I know I could just do it in Maya, but then I would have to used 2 displacement maps instead of one.
My other question is, what are some tips and tricks for creating/editing non organic objects such as armor and weapons?
I attached one of the heads i finished just as a preview too.

Thanks
PLT

Very nice head! Can’t help you with your problems, as I’m still learning the ropes myself … but just wanted to say ‘Hi … Welcome’.:+1:

PLT: Really cool head…it’s Tor Johnson, right? Sure looks like him. If it is, ya did a great likeness…:smiley:

Dickie

Hey Moochie,
Thanks for the compliment. That’s funny, you said Tor Johnson, it does kinda look like him. I was actually tryiing for some kind of sensei type, but I haven’t gotten the eyes quite right.
As far as pointers for ZBrush, the big thing I would say is build a base model in Maya or max and then tweak it in Zbrush. That seems to be the easiest way to avoid that kind of lumpy look that you see a lot when you just use Zbrush to create the whole thing. You can also use reference planes in the other applications, which should give you a much more accurate foundation.
I’m actually using the same base model to create 3 different characters, so it can save you a lot of time too.

PLT

PLT - have you seen Zack Petroc’s DVD from the Gnomon workshop? he goes over ways to change the topology of a model using Zbrush and Maya and still keep your levels of resolution. He uses XYShrinkWrap. i would recommend picking it up if you haven’t seen.

Ryan

hey Ryan,
thanks for the info. I actually have those and found them very useful, but I didn’t think he touched on transfering subdivision information, thanks, I’ll go thru it again and see if it helps.

PLT - it may not cover what you want and would defintely be more work than using two displacement maps. Let me know what you end up doing.

Ryan

Hey Ryan,
I think I’ll probably just do 2 dsp. maps or just bring in the high res model in Maya and attach it.(it’s just a portfolio piece anyway). I’ll just remember not to do it this way next time.
Since I got you on the line, you don’t happen to know the answer to my second question? Pointers on editing non organic shapes in Z-Brush? Is there a way to draw straight lines with a brush, or is there certain brushes that work better than others?
In any case, I’ll be finishing up this guy and another this weekend, and I’ll post them for feedback.
thanks,

PLT

judehead.jpg.jpg Here’s the other guy. I love the fact that the base model is basically the same geometry as the other guy(more points for hair). As you can see his eye is a bit messed up. Sometimes the smart resym doesn’t exactly work right(I know they mention something about better setting on that dvd).
I was planning on making a girl character out of the same geometry, but I think the eyes need to be constructed better.

PLT