想問一下ZBRUSH USERS, RETOPOLOGY 對ANIMATION 呢PART 係味好重要?
我係ZBRUSH DYNAMESH BUILD 一個CHARACTER, 用左ZREMESHER再想係MAYA EDIT 同ANIMATE, 定係要RETOPOLOGY 先ANIMATE?
A00017940 寫:retopology is important for animating. if topology is done right, the character would deform more accurately. also it will save lots of trouble when doing weight painting on the character.
you can use zremesher guide brush to define the loops on the character first before hitting zremesher. that way you can tell zremesher to remesh the character the way you want.
A00017940 寫:with painted red and blue on your model to define the density of specific parts of your model
A00017940 寫:good job,
you might want to smooth out the guide located at the frontal process of the maxilla and nostril wing, and you might want to add a guide on the maxilla between the eye and the mouth, google the terms and you will understand what i mean, sorry my chinese is bad and i can't type it. are you going to animate it?
A00017940 寫:Ic, cool.
From the model you got now, I think it might have too many polygons, I would simplify it more, (zremesher it more), and model it so it has no facial expression, that way you could see all the nice loops on the face for weight painting, or rigging, or corrective blendshape, or whatever.
Just keep it simple and the detail can be add with a normal map. It save much computer resource for animating.
HapZungLam 寫:I usually just purely do a quick zremesh doesn't matter what density(note that 4r7 has a better algorithm). Then export that to maya and quad draw it out or topogun it. It should take no more than 30 mins. Import it back to zbrush project it back to my dynamesh.
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