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Thursday, 14 November 2013

Zbrush 3ds max

Plenty of room for improvement but I think I've got the hang of the main techniques I know I want from Zbrush and explored the pipelines between ZB and 3ds Max which I already use.
So after using the zsheres to create a character base mesh and then learning a bit of sculpting, dynamesh and zremesher  I had a mesh I could rig and animate. 
After doing this in Max I wanted to know If it was possible to pull everything back together at this point. So....
I pelt mapped my already rigged and animated character in Max, goz'd to ZB, copied and pasted it's pelted uv's onto my now further sculpted 'tool', polypainted, exported texture and normal map then put that back on my already rigged character in Max.

1 comment:

  1. Hi James. Nice to see you blogging again. Your stuff is looking really nice. And those UV maps boggle my mind. Ps... there's no e in Development (your header).. Hope all is well. Crew of Dogma.

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