Hi again,
Thanks to Aurick for answering my question about persp in zbrush. Now one a little more difficult.
So i’ve been learning alot more about zbrush, reading a lot of tutorials and done a few practice busts. Now I want to try and make a final polished sculpt and make it all pretty to render in maya. Trouble is, i dont know how to start. I’ve been reading that alot of people model a basemesh in their external 3d programs first…I’m assuming this is to get correct topology first and then they add in final sculpts in zbrush.
I modeled a head in zbrush, but when i exported into maya it was far too high res to handle and so it crashed. Does retopoligizing fix this? I’ve seen that exporting a low res mesh and creating normal maps will fake a nice high res. But my graphic card wont let me use zmapper. So i’m hoping i can bypass that for now.
I guess the process differs when making a game model or a film production model.
Sorry if this is confusing and several questions but i’m pretty confused on the process of making something.