ZBrushCentral

Retopology query

Hi, sorry by the late reply, lots of work here.

Well, the first question has been answered. Regarding the vegetation i can´t see a way to do it inside Zbrush without sculpting the assets or the heavy use of Maya or a vegetation generator like Vue or similar, you always can import plants as OBJs into Zbrush, edit them and work your way up from that. You will be doing a still composite so i can suggest a custom matte painting or photocollage, i see you have a very good hand so i think you can pull it off and make it look very clean. You can just paint, or achieve something more photoreal using photoreference plus some cg assets. Also i can suggest to use a nice app called "An ivy generator" http://graphics.uni-konstanz.de/~luft/ivy_generator/ to give some punch to the vegetation, this just generates ivies, nothing more, but you can change the leaf texture (by hand) and come up with a completely alien plant there. If i can be more helpful just drop me line.

Hey everyone! Hope you’re well :slight_smile: I’ve been busy learning to use Vue etc :slight_smile:

Mirrored, I got that ivy generator, haven’t tried it yet but watched the tutorial, looks brilliant!

So… the posed creatures i’ve got… I UV mapped the unposed one fine, got it into Maya, even Vue etc, but without eyes… (I can import the eyes separately in Maya which is fine)

My question is, do I need to re-do the UV maps for the posed creatures? I think in Vue you can set materials by polygroups, not sure how that works, but I was thinking of just merging the eyes into the main figure so that it’s one complete model. This is fine, apart from when I do the merging, it removes all my subdivisions, and I think i’m supposed to have the lowest subdivision on when making the UV maps etc?..

Please help! A tad confused… what’s the best way to get my hi-res posed creature models into Vue?

Brooke x

Hi, great Ivy is very useful.

About the eyes stuff, yeah, you can merge the subtools and import to maya, but as a MAX user myself we can import the merged meshes, and pick in MAX´s import dialog if we want the mesh imported as one merged model or as individual objects, not sure about MAYA, but must have similar preferecences. No, you dont need to redo the Uvs, once you make the layout you will have it till the end, you can edit them, but not necessarily, the Uvs won´t be deleted, always check some form of export/import Uv coordinates box or button in your I/O settings in every app. Yeah you right, normally you do your Uvs on the lowest subd level, it´s not the gospel, but normally is done that way. Normally the workflow between z-brush and Maya or any other main app, check this pipelines.

http://www.pixologic.com/docs/index.php/ZPipeline (you can also download in PDF form from there).

As you see the workflow is importing your lowest subdivision mesh or the second level into let´s say Maya and applying a displacement map generated in Zbrush using the multi-displacement plugin. Maya won´t get the subdivision levels from ZB. It´s also the great workflow not using Displacement maps, but doing a tight retopology of your high res so when you subdivide in your main app you get most of your detail using just the lowest tigh retopo model and one of two subD levels. About the VUE stuff, totally blank here, no idea. You always can ask VUE related stuff in EON forums http://www.e-onsoftware.com/resources/?page=forums or CGtalk http://forums.cgsociety.org/forumdisplay.php?f=162

Have a good one :wink:

Please help me?

Vue does recognize polygroups. Each group can be selected individually and assigned a different material.

Hugomx, in ZB4 that is a problem, you still can use 3,5 for retopo. A workaround in ZB4 is to use the append method instead the rig method. Real quick:

  • Clone your highres mesh.

  • Pick the cloned one and take it to the lowest division level.

  • Pick your high res back.

  • Go to topology in the tool palette. “Select topo”. Pick your low res mesh (the cloned one).

  • Edit topology. Begin to delete and edit your topo. When using adaptive skin preview no autohide for high res mesh, just go to subtools and hide high res to check the adaptive skin.

    I suggest you to start another thread, because currently the initial discussion here has evolved to different topics. Good luck.

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