ZBrushCentral

Workflow

Hi, I am new to Zbrush and am trying to find the best workflow for my needs. My goal is to create high detailed models in ZBrush (that are poseable)and output then as sculpture using a 3D printing process. Zspheres with all their strenghts seem like the most logical starting point, but Zspheres do not seem to have alot of control over Edge Loops. The Edge Loop function build into ZBrush seems to only work on a Zsphere model converted to a mesh, which means the Zsphere link is broken resulting in a lose of the model being able to be posed. (Am I correct with this assumption ? )
So how about creating the low res model in a program like Wings or Silo which have great Edge Loop control and then import the model into ZBrush for high level sculpting. Then one could send the finished model to a program like Maya or Lightwave to rig the character and thus have a way to pose it. Some questions I have at this point are:

  1. can one bind the skeleton to the low res character and pose it then use the high end model.
  2. if you can only build a rig for the final high res model after you pose it then I suppose you could import the posed model back into ZBrush to correct any distortion caused by the pose.
    In my heart I feel it would probably be best to model the low / medium res charcter ,rig it, pose it, then export to ZBrush for high res editing. I guess I am looking for a high res character that could be reusable.

Would like to hear your thoughts workflows

Sounds like your ready to go ahead. :slight_smile:

Yes you can model in Zbrush then output.

Or you can model in other apps bring into Z2 then output and rig or rapid prototype.

Thats how I use it anyway.

I have seen your excellent model of the rhino. If you were going to model a realistic human character and reuse it for a variety of poses what would be a practical workflow.
I can understand how one could use maya to set up a low res model building basic well designed edge loops and then refine to a medium level. Then export to ZBrush for all the detail. But then what is the best way to proceed. Do you exportg the ZBrush Hi res model back into Maya and biuld a rig and then pose it and refine and finally sent it out to be printed. Or do you build a rig around the low / medium res model , pose it and then bring to ZBrush to finish it up ( you would then have to do all the Hi Res modeling in ZBrush for each new Pose ). Or is there a way to bring the Hi Res Model from ZBrush back into Maya and pose the Hi Res Model ??? The second thing I am confessed about is it true you cannot use ZBrush’s Edge Loop function and still keep a link to the ZSphere model.

You would rig and animate your low resolution model. In ZBrush, you would compare the low and high resolution versions to create a displacement and/or normal map. The difference map(s) would then be applied in your animation package to make the low resolution model look like the ZBrush version.

Thanks Aurich for the reply, I think I am getting an understanding of this. Could you explain what you meant by

“In ZBrush, you would compare the low and high resolution versions to create a displacement and/or normal map.”

I understand The displacement map but not the part to compare the low and the high resolution versions.

Please understand my knowledge of ZBrush comes from reading the 2.0 manuel but have not worked with the software let ( have ZBrush 2 ordered for the Macintosh )

Also last night I came across the chapter by Rob Skitt "Posing Characters for Rendering in ZBrush " that helped alot.

Thanks again

ZBrush allows you to finish sculpting the high resolution version of your mesh and then return to the lowest subdivision level. There you can restore your original low resolution model, and ZBrush will compare that resolution level with the highest to create your displacement map. It’s very simple, and is fully documented with ZScript tutorials.

Also, read the final part of the Telephone tutorial in the practical guide to see just how simple the steps are.