Retopology

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Retopology

文章ak47 » 10日 8月 2015年, 10:08

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?
ak47
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Re: Retopology

文章A00017940 » 10日 8月 2015年, 10:49

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.
最後由 A00017940 於 10日 8月 2015年, 17:41 編輯,總共編輯了 1 次。
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Re: Retopology

文章ak47 » 10日 8月 2015年, 12:28

Exactly what I am guessing......Whenever I zremesh and animated in maya, those weight painting is always painful. Btw, if I zremesher guide brush to define the loops correctly, I still need to retopology again? :roll:
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Re: Retopology

文章A00017940 » 10日 8月 2015年, 14:24

if you use zremesher guide brush then zremesh, it would probably give you some nice topology. but since it might not be perfect, you might want to tweak it a little in maya.
you can think of zremesher as a tool for retopologing your model. with painted red and blue on your model to define the density of specific parts of your model. so there is no need to retopology again since zremesher has done it for you.
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Re: Retopology

文章ak47 » 10日 8月 2015年, 17:48

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.


Will try to test zremesher guide brush more.......Hopefully can make it work in maya :D
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Re: Retopology

文章ak47 » 10日 8月 2015年, 17:56

A00017940 寫:with painted red and blue on your model to define the density of specific parts of your model


what do you mean? Inside zbrush?
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Re: Retopology

文章A00017940 » 10日 8月 2015年, 20:25

You can paint you model before zremesh to define the density of the zremesh, red is more detail, blue is less detail, it is a tools near zremesher button, paint before press
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Re: Retopology

文章ak47 » 13日 8月 2015年, 10:15

圖檔

圖檔

圖檔

Thanks, ching,
Am I on the right track? :roll:
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Re: Retopology

文章A00017940 » 13日 8月 2015年, 11:27

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
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Re: Retopology

文章ak47 » 13日 8月 2015年, 12:30

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?


I will try to understand those term as much as I can......I am ok with that :D
Last time I try animate in maya with the model I zeremesh in zbrush4R6 .......I find a lot of pain for the edge loop selection and paint weight part........But take me ages to finish in maya as I found I can do much more faster with zbrush .....
If the zremesher really works, it really save me lots of time...... :oops:
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Re: Retopology

文章A00017940 » 13日 8月 2015年, 12:44

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.
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Re: Retopology

文章ak47 » 13日 8月 2015年, 14:33

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.


Cool, will give it a go tonite =)
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Re: Retopology

文章HapZungLam » 14日 8月 2015年, 00:12

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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Re: Retopology

文章ak47 » 14日 8月 2015年, 01:03

Just try to use zremesher guide again and and lower the target poly count for less polygon.....

zremesher for head
圖檔

圖檔

on the right track?
sth for my body
圖檔

圖檔
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Re: Retopology

文章ak47 » 14日 8月 2015年, 01:08

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.


30 mins XD really fast :roll:
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