ZBrushCentral

Please help me......

hai Brothers and Friends, will you please help me to clear my doubts,

1:can we use desimated model directly for animation?

2:since zbrush produce seamless texture with its PUV or AUV,what is the need of proper UV coordinate when using it in maya or other applications?
will u please clear my questions?please

3:also every body shows different maps in their threads like specular map,ambient occlusion,cavity map etc…where will you can combine it…in maya? or in photoshop does anybody has any tutorials on it.

PLEASE HELP ME FRIENDS…

well, i’m not an expert on these topics but i may have some info of use

  1. first off, a decimated mesh is good for lowering the poly count of a high poly mesh by concentrating the poly counts in the areas with the most detail. now, in most cases, this probably isn’t going to be very good for animation. sure, there is high poly animation for cinematics but even then, the mesh should probably be very clean and decimated meshes are anything but clean.

  2. i am not sure about this one. do those zbrush functions automatically create UVs for a mesh?

  3. this is normally done in either maya, max, or any engine someone might use to render their character(unreal, marmoset, etc.). you simply use shaders that can handle various maps and then apply the shaders to your mesh. as for tutorials, there are dozens…just do a search here or in any of the major 3d forums.