Dagwood
05-09-2009, 02:07 PM
Hi everybody!
I've been using maya and zbrush for a while now and thought it was about time to look into mudbox seeing as the polycount and interface are way cooler imo.
Anyway in the past when using displacement I've only used them for still images as they seem to be way to unpredictable for animation. When sculpting a head and bring it back in maya it looks all smooth and formless. All the characteristics are gone, but once you render with the displacement map it all comes back. How would you go about setting up blendshapes for a thing like this? And when animating when do you know if the hand is intersecting the body at some point until you render it?
I've been thinking about this for quite some time and really don't understand it. When animating a normal polysmooth character what you do is copy it and skin one version. The other is subdivided and split up and then parented to the different bones to get a representation of how thick or thin the mesh really is when rendered so you won't get a surprise. And this works well for cartoony characters like Ratatouille and Madagascar etc.
Is it a good method to do the same thing with your level 3 or level 4 mesh from zbrush?
Like you split this up to get a representation of the actual volume? But even so it seems it will be like 400 000 polys in your scene(may be exaggurating) and when dealing with multiple characters......
Perhaps you should do as much work you can on the mesh in maya and make it dense enough so it looks good when smoothed and then only extraxt a bump map from mudbox for extra minor details like skin pores, small wrinkles etc.
I've been using maya and zbrush for a while now and thought it was about time to look into mudbox seeing as the polycount and interface are way cooler imo.
Anyway in the past when using displacement I've only used them for still images as they seem to be way to unpredictable for animation. When sculpting a head and bring it back in maya it looks all smooth and formless. All the characteristics are gone, but once you render with the displacement map it all comes back. How would you go about setting up blendshapes for a thing like this? And when animating when do you know if the hand is intersecting the body at some point until you render it?
I've been thinking about this for quite some time and really don't understand it. When animating a normal polysmooth character what you do is copy it and skin one version. The other is subdivided and split up and then parented to the different bones to get a representation of how thick or thin the mesh really is when rendered so you won't get a surprise. And this works well for cartoony characters like Ratatouille and Madagascar etc.
Is it a good method to do the same thing with your level 3 or level 4 mesh from zbrush?
Like you split this up to get a representation of the actual volume? But even so it seems it will be like 400 000 polys in your scene(may be exaggurating) and when dealing with multiple characters......
Perhaps you should do as much work you can on the mesh in maya and make it dense enough so it looks good when smoothed and then only extraxt a bump map from mudbox for extra minor details like skin pores, small wrinkles etc.