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Zbrush to Maya Worlflow

Hi to all. I am using ZBrush for 1 year in production, and i find solution to many problems that need to be solve before animating and rendering in Maya. But, there is still many thing that i dont know how to solve or what is best way to do something. So, here is some of my problems, and i hope that i will get answers, so i can work faster and better.

  1. My friend doing some trees in ZBrush, and he start with ZSfere and than continue with Dinamesh, but, there was few problems. First, some of thin branches, have really bat topology, and when he redo dinamesh, he lose part of tham. Is there any way to avoid it? Secend, on end he get, that bad branches that start to desapire, and also 300k piolgon dinamesh, that he cant use in Maya. It nead to be lowest is posible, but, look like only way to lower is to do by hand retopologu, what is actuly slow work, and it would be beter that he was doing all tree in Maya.

  2. I like how ZBrush doing hard surface, but i dont know how to use that in Maya. Again, topology is problem. Just to say that i am working on movies, and high poly count or one mesh for whole character (like in game) or building (like in game)… is not option. I was used to do in Maya, poly modeling, and now, i see that zbrush can do many thing much, much, faster, but i only dont know how to use it. Do i need to retopology it and how? For example how to retopo circle parts or anything that nead to be precise.

  3. I see many artist that do some cool holes in mesh, just like zomby creature that have hole in skin, and you can see his inner parts, or old clothes that also have parts missing. I see one tutorial with hide topology, but is only trich, not real hole, adn also. Anyone know how to do that properly?

It is all for now, i hope that someone will answeer me something of that.