ZBrushCentral

Workflow for Toy Sculpting

Hi All,

I am a sculptor in the toy industry, working primarily in traditional materials, and so far just occasionally using 3d modelling for accessories. I have Rhino and ZBRush, and recently downloaded the free Maya training program.

I am trying to decide if it makes more sense to go with a very expensive program such as Sensable’s Freeform or Claytools, which have a relatively short learning curve, or something like Maya- which has a much longer learning curve and is not geared towards manufacturing, but is much less money. I am hoping that if I go the Maya route that Rhino would be able to fill in the gaps as far as getting files ready to print.

Anyone have experience with this? Any opinions about the best way to proceed?

Thanks,
Barbara

I didn’t explain this in my initial post- the plan is to work with these programs along side of ZBrush, and to try to figure out the most effective way to work back and forth between programs to make articulated (as necessary)sculptures that can be manufactured.

Thanks,
Barbara

Take a look at this thread:

http://www.zbrushcentral.com/zbc/showthread.php?t=061585

It has a ton of great information that I think you would be interested in.

Peace-NickZ. :slight_smile:

Are you trying to go with Maya or Claytools to make base meshes? Just wondering because you can do a lot with just Rhino and Zbrush especially if you only need it once in a while.

The idea is to be able to go back and forth as needed. Either to bring meshes in to ZBrush to modify or back into another program to cut the mesh into pieces, or add articulation if it’s for a toy with moveable parts. Working traditionally I like to add the articulation early on, that way you can hide it better as you integrate it into the sculpt.

So far I am having trouble getting Rhino and ZBrush to play well together, I have problems getting the meshes editable in ZBrush, and problems getting the modified meshes to be “good” in Rhino. From reading the forums here today I’m thinking I probably need a third program to act as a translator.

You can do a lot with Rhino, but it’s still a nurbs program, which is limiting. I would like to find the best tools for the job, without breaking the bank if possible.

Barbara

Here is a link that shows a setting that I use when I go from rhino to zbrush. You may already do this, but you never know it might help in some way. I hope you can get some more answers on the other programs. Cutting meshes up I think you’ll need some other program than rhino so you’re on the right path.
small video between rhino and zbrush

Thanks, your video was really helpful.

There is a really cool plugin for rhino called quadmesh available here http://en.wiki.mcneel.com/default.aspx/McNeel/QuadMesh.html
Using DanasArt settings with quadmesh, you can get a decent mesh, then using the Quadmesh Refine feature, you can turn the tri’s on the edges into nice quads. :smiley:

Regards,
Ken

Attachments

quadmesh.jpg

QuadRefined.jpg

Thanks for the information.

Maybe I’m doing something wrong, but it seems to add extra noise to the edges. Although it might not show in a small print out. DanasArts settings have been working fine, the only problem is that the ZBrush files end up being huge when converted back to obj. I need to get a program that’s good at opening and reducing large meshes. Rhino can reduce them once I get them opened, but it chokes on really large files.

Thanks,
Barbara

Attachments

quads.jpg

Just remember to do the preview before you mesh it out. This way you can set up a simple mesh before you import it into zbrush. In zbrush you can then divide the mesh into higher levels so that you can sculpt on it. You can always bring it down a level or two after sculpting on it and before exporting it so that the file mesh is reduced.

If you send out a high mesh from Rhino or Matrix then that is the lowest the mesh can be unless you retopo it. So start out with a low res mesh from the beginning.