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[Newbie] Workflow for high-res animation

Hi all,

I am currently learning ZBrush (which I find amazing), I just finished an orc character (from the Eat3D dvd) and I’d like to export it into 3DS Max and try to rig it for animation.

I don’t want to do a next-gen video game character (low poly), I just want to animate the high-res version like in a traditional cg movie.

My current model is about 12 millions poly, so I know it’s not possible to use this in 3ds max, what should I do so ?

Here is a workflow I was thinking of :

  • Create UV under zbrush at a lower sub division.
  • Create diffuse and normal map under zbrush.
  • Decimate the character (with Decimation Master), but what is a reasonable amount of poly ?
  • Import model under 3ds max and create material with the diffuse and normal map.
  • Then, start to rig it.

Is that a normal workflow for what I’d like to do ?

As my exported model will be in high poly, I suppose I only need a normal map ? There is no need for displacement ?

Thank in advance for your advises.

SOunds good to me, but I’ve never used the decimation approach. Will look into it a bit more. For what I do is this:

-Use already unwrapped low poly mesh

-sculpt and paint everything in Zbrush. My models usually get to 4+ mil polys.

-Export low poly meshes

-use the Multiple Map Exporter plug in to generate texture, cavity, displacement, normal, and ambient occlusion maps.

-In Maya, I can use a model with a total poly count of 54k which looks reasonably good.

I will upload an image on the thread “Doomsday” showing an example of my result. Hope this helps.

In the olden days, when computers weren’t nearly so powerful or fast, and 3DS Max users like myself at R2.5 (or older) wanted to animate things that looked REALLY good, but didn’t want our viewports slowing down… That’s where XRef Objects come in. From Max 2010 and beyond (from my understanding) you use containers to do the same thing, but, this is what you do:

1.) Complete Sculpt, UV, Texture, and whatever maps you need, and export all.

2.) Decimate High Res model to extremely low res (about 15-25K)

3.) Convert High Poly Sculpt from OBJ to 3DS or Load into 3DS Max, and save as .max file.

4.) Starting a new scene, load low poly model, and rig. XRef (External Reference) the Low poly with the High Poly. If done correctly, the viewports will display low poly model, but a render results in the high poly model being rendered.

I hope this helps/makes sense.

So it seem to have to two workflow possible :

  • Try to use a “medium low” poly version and use all map to give it the same visual quality as the high poly one.

  • Rig a really low poly version and with only few map and use xref to render the high poly one. Is it not too heavy even with xref to try to render millions of poly ?

That’s actually the entire reason XRef was developed; to be able to externally reference a file that is too large to reasonably use in real time. So yes, when you render the images, you can expect it to take quite an amount of time, and you certainly want to test your rig, to make sure it deforms correctly, but XRef is a production technique, and if you are wanting to make an animation that ISN’T for games, you’d probably be better off with the XRef. Or if you are two worried about the poly weight, just combine the two techniques. :smiley:

Ok thank you, I still have a lot of things to learn about CG.

I think I will try the Xref workflow.