I just find out something about maya and Zbrush…
I am thinking creating a libary of head shape and use it blend shape the proxy object in maya. This way i can create in so many different head shape in a second.
I export the proxy shape as obj, then add detail and reshaped inside zbrush without subdiving it. Export it back to maya.
In side maya, i tried to use the zbrushed mesh to blendshape the proxy mesh. But i found even the vertices was the same, the vertices order were different.
I did a test again…
first export the proxy mesh (mesh 1) from maya as obj, and import back it again (mesh 2). mesh 2 and mesh 1 has the same vertices count, the vertices # shifted few numbers
: Same location on the mesh, but have different vertice number assign to it.
using the same obj, i import into zbrushed, mess around with it a bit, export it back to maya (mesh 3). Mesh 3 and mesh 2 vertices number also have shifted…
I was also playing with the idea that…
using the same method.
Skin the low mesh, use the low mesh to drive the proxy mesh.
export the proxy mesh to zbrush, detail + reshape without change the poly count. Export it backt 2 maya. Then I can transfter the vertices (shape) to the proxy mesh. This way i can animate the base mesh, and plug in different head shape back to the proxy mesh.
I mean that will be extremely COOL.
But it seem the vertices number or orders shifts…Mess everything up. I know this is a Maya problem as well.
Damn… it…
P.S my english is poor… please forgive me