Re: Modeling a Human Head - 25min Timelapse
on 02-11-2005 11:01 PM
- Yep... actually the problem with zbrush is the fact, that you cannot change the topology (i'm not talking about splitting loops and simple extrusions, but remodeling topology...)
- Zbrush can be used as mid level detailing tool too. Only problem for me is the fact that it is quite hard to do major rotational changes like re-posing fingers and arms... there are some workarounds though [img]/images/graemlins/smile.gif[/img]
"-Surely it's too high res to skin weight?"
- Yes and no.. No-one says it is must to subdivide to Xth level [img]/images/graemlins/smile.gif[/img] - you can shape mid-resolution meshes too. But you must be aware of the fact that zbrush doesn't use real subdivision surface routine = cage changes shape... this might not be a problem though [img]/images/graemlins/smile.gif[/img]
- This mesh is too hires.. i just modeled it for fun. If it was for animation, then the topology would be a problem.
- But this is something which is a bit of a problem currently for any hires/animatble mesh.
- I can rebuild the the topology, the match the new topology to surface of hires mesh, and then extract the height data from zbrush mesh, into displacement map to be used in new cage...if i need it to be animatable
"Or are you weighting your base model and instead of outputting geo from Zbrush, outputting displacement map and applying at render time?"
- Yes, i have done that too. Wrap deformers are also useful - tested wrap with that walking man...works fine, but this requires good topology...
BTW, next version of z2 (free update) will have topology rebuilding tools, which will be probably good addition!