Maya/Zbrush Troll Skinning and Pipeline overview pt.1
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Uploader Comments (rodneybrett)
Top Comments
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WOW! it has a MASSIVE penis!!!
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this is amazing! this will really help me.
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All Comments (42)
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i have a query.
What if we make something in Zbrush first then export it to maya..!!
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where can i get Zbrush for free as a college student.
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amazing rigging
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i use mudbox 2011
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Two things.1st:Awesome character.2nd:How did you give him colours?
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@rodneybrett Thank you so much.
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@rodneybrett Just trying to get it clear about the softwares used.
Sculped in zbrush. Exported to 3D coat where retopo, then still in 3D coat project the high poly into the new topo. In 3D coat add more detail(with voxels?) Bake the normal map in 3D coat. And then export it to maya. Is tath right?
Marianogv17 1 year ago
@Marianogv17 Only Retopo and textures were done in 3d-coat. Everything else is Zbrush and Maya. You could, however, bake textures in 3d-coat though.
rodneybrett 1 year ago
It looks like you are using quite a lot of helper-joints.
Do you do that in order to avoid tedious weight-painting as much as possible, or does it have another purpose?
Thnks
Nemesis5215 1 year ago
@Nemesis5215 The helper joints are more about fixing pose issues then avoiding tedious weighting. If anything, it's added weighting. The problem with single bone influences is that they don't address more complex poses that break the skin, especially with "linear" skinning, so if want good deformations and you want them cheap, you've got to incorporate clever muscle/bone/tendon "fakes" using them. Now, Maya 2011 has dual quaternion skinning, but I don't know if game engines support them yet.
rodneybrett 1 year ago
How do you create the UV ? inside ZBrush ? thx
louis2008 2 years ago
I use a free app called "Roadkill". Also, I use some of Maya's UV tools.
rodneybrett 2 years ago