This is an experiment in taking a model made in ZBrush and translating it into an animation model in another package.
When modeling for animation, you need to keep in mind the layout of the polygons. Doing this and still trying to be creative and keep an eye on the aesthetic look of your model is quite the strain on the brain pan. You can get good at this, but I find the back and forth process draining.
That’s why it’s good to have a design worked out on some other medium, such as paper or clay, before starting. Most big productions sculpt and scan the models to get the 3D data to build an animation model off of. Clay has fewer rules to work with than polygons.
Not all of us have digitizers or access to scanning equipment. I’ve been playing with different “poor man’s digitizing methods” over the years. This one takes advantage of ZBrush’s easy 3D sculpting features. This is a nice middle ground between clay sculpture route and building from scratch in a 3D program.
I had done something similar before, but this time I added a step that really helped using texture master.
- The original ZBrush model
- The wire frame, showing the denseness of the polygons. Not good for animation
- A new texture was applied to the model and painted on with texture master. The lines represented the spline guides for later in the other 3D package.
- The model and texture are exported and brought into Lightwave 3D. From here, splines are created by selecting the points along the painted guides created in ZB. These were first created loosely, and then cleaned up when I was ready to “patch” them. Different programs handle these entities in various ways.
- The reconstructed model, made from the spline patches. Creating this is where the more technical side of modeling came in. But that was all I had to think about since the character design was already done. Note the difference in polygons from the original.
- A shaded view of the new, “lighter” model in subdivided mode for added smoothness.
I was happy with the results since the new model matched the original pretty well. I’m not sure if I’ll do anything more with this model, but I thought I’d share the process even though it may not be everyone’s cup of tea here. If anyone has similar techniques, additions, questions, feel free to post or ask