Sculpt Creation:3dsMax
Detail Creation:ZBrush
A few weeks ago I purchased ZBrush as well as the “Get Into ZBrush” series KurvStudios and Southern. I also watched some of Sim’s training that a friend had and of course all of the free stuff I could readily find on the web. Wielding this new found knowledge I decided to embark upon my first character and competition.
I have to say, ZBrush went beyond my wildest dreams in some cases and fell short in others. I think that the falling short is mostly due to my lack of understanding of its capabilities.
Here is one such area:Is there a way to hyper-detail certain areas of a mesh over others?
For example; I ran into an issue where I did not have enough computer power to subdivide the mesh enough to get the details I wanted. Partly this is due to lack of experience in the creation phase as this was my first time (I used 3ds Max for all creation), but partly this was because of the simple fact that polys on the face will never be the same size as polys on the chest and with the way the mesh is subdivided the subdivided mesh on the face will always be much, much more detailed than the rest of the body. I don’t want this on a mostly nude model.
Here is what I think needs to happen, but I don’t know how:
- Detach certain portions of the mesh somehow so I can achieve much higher subdivision levels
- Do my ultra fine details
- Somehow return these objects back to one single object
- Export a combined deformaion or normal map back to 3ds max for my animation purposes
You can see what I mean on the differences in levels of detail by looking at my character here: http://www.johndhosch.com/forums/showthread.php?t=2
So far it is my only item in the portfolio since I just started building one for public viewing. Much of it is experiments so don’t expect anything earth shattering:).
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