![]() ![]() When you have reached that stage save the zB tool and it will save the export settings.ĩ/ Now you have a decimated copy of your figure in Maya at the right size and position. You should be able to GoZ your decimated mesh and alter the export values until it fits perfectly into the maya cube. I dont know if you have to enable GoZ in Maya, but if you have to do it now and leave the application open.Ħ/ Goz the decimated version of your character from zB to Maya.ħ/ Depending on how Maya handles GoZeded meshes adjust the position and scale of your decimated mesh by altering the export values at the bottom of the tool menu. Make the cube semi transparent for convenience and place it with its base at 0,0,0 in the viewport. Scale the cube to something like 1.8 meters high by 0.5 meters wide and 0.5 meters deep (or the final real world measurements of your character). Subtools with lower levels of division wil collapse at around 2% so keep an eye on the decimated mesh and only decimate to its lowest acceptable level before it collapses.ģ/ Merge the decimated meshes (if the figure is constructed from multiple tools) into one mesh.Ĥ/ Open your 3D app and place a cube in the center of the viewport. Depending on the amount of subD levels the tool has. That would be 20%, 10%, 5%, 2% and often down to as low as 1%. If your character has a costume and accessories your highpoly figure could be anywhere from 2 to 20 subtools.Ģ/ Use decimation master on the duplicate/s and decimate the duplicate/s in stages to ensure the highest level of detail for the lowest polycount. The strategy I use for baking textures is:ġ/ Make a duplicate/s of the final hipoly/s in zB. #Maya 2022 retopology freeI use Substance painter, but you can also use Marmoset toolbag for example, and if you want a free program xNormal is super. There are literally loads of baking and texturing apps available for this purpose. Using a 3rd party app for baking lets you keep all the detail of your hipoly and the external app will only use the hipoly as reference for baking. You can decimate your hipoly for baking but means loosing detail (if thats acceptable to you then stop reading). A fully costumed character can run anywhere between 12 mil and 20 mil points, and being on a humble laptop I dont want to convert those figures to polys by exporting them from zB and try and open them in my 3d app. ![]() Im doing a figure atm and just the blank highpoly is 8 mil points. If you want to bake details from the zB high poly onto a lowpoly version of your model you can do that in Maya bit that would mean opening the highpoly in your 3d app. You only do that if you need extra detail on the hipoly and cant get it at its highest subdivide in zbrush. Yeah you dont need to remesh your zbrush highpoly for texture baking. ![]()
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