Projecting detail from hi-res to lo-res meshes in ZBrush

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  • เผยแพร่เมื่อ 5 ก.ย. 2024

ความคิดเห็น • 21

  • @raphaelprotti5536
    @raphaelprotti5536 6 หลายเดือนก่อน

    Really well done tutorial of proper workflow. Concise and yet thorough walk through of exactly what the title says.

  • @aoibluevi
    @aoibluevi 3 หลายเดือนก่อน

    Its work! tysm ❤‍🔥❤‍🔥

  • @Ghost-27X
    @Ghost-27X 8 หลายเดือนก่อน +1

    So basically take a Texture Map "Snap Shot" of the Hi-Res model and cover the Lo-Res model with it?🤔

    • @BradGroatman
      @BradGroatman  3 หลายเดือนก่อน

      In a sense, yes!

  • @recursivedreamer3149
    @recursivedreamer3149 ปีที่แล้ว

    Very concise and to the point. Thank you.

  • @SeanLake3D
    @SeanLake3D 3 หลายเดือนก่อน

    Which version of your newly zremeshed mesh do you export, I mean you have a high active points. so don't you still have a really high mesh? Little confused.

    • @BradGroatman
      @BradGroatman  3 หลายเดือนก่อน +1

      Now that I have a version with clean topology, I can make UVs for it and generate a normal map that contains the hi-res information in it. I can then export the lowest-res version but retain the detail from the higher subdivision levels by applying the normal map in Maya, Blender, etc. I hope that makes sense!

    • @SeanLake3D
      @SeanLake3D 3 หลายเดือนก่อน

      @@BradGroatman Thanks! You could also decimate and then retopo in 3dCoat, for example, to get clean game/animation ready meshes, then bring back to Zbrush for final work!

  • @user-fv9gt8yf4x
    @user-fv9gt8yf4x 11 หลายเดือนก่อน

    why when i do bake my modl low poly my model transfer detail from hight poly but the model dont stay softing edge,my model mix detail hight poly and low poly togethers?i bring the model from zbrush

  • @bernhard.design
    @bernhard.design 3 ปีที่แล้ว

    But don't you need to re-uv again, after you subdivided? Or is it fine to create the UV's only on the low res mesh?

    • @BradGroatman
      @BradGroatman  3 ปีที่แล้ว +1

      You only need to create UVs at the lowest level of subdivision (higher levels don’t change the topology, they just subdivide existing faces, so it stays the same!)

    • @BradGroatman
      @BradGroatman  3 ปีที่แล้ว

      And even though the shape of the mesh changes with the projection, the actual faces are still the same, just “sculpted” by the projection into a more accurate shape.

    • @bernhard.design
      @bernhard.design 3 ปีที่แล้ว

      @@BradGroatman Thank you very much Brad, appreciate it man!

  • @VisionsGames139
    @VisionsGames139 9 หลายเดือนก่อน

    i dont understand, if you wanted it low poly yk for animation or wtv why would you put it back to a high poly?

    • @BradGroatman
      @BradGroatman  9 หลายเดือนก่อน

      Because back at the high poly level you can sculpt more details that could then be baked out into normal maps or displacement maps that you could apply to the lower-res model in animation, etc. best of both worlds 🙂

    • @blanketparty5259
      @blanketparty5259 6 หลายเดือนก่อน

      this method is also better for sculpting in high detail because its using a lower poly version technically

    • @sjoerdmpfrgh
      @sjoerdmpfrgh 3 หลายเดือนก่อน

      maybe you want to export the normal/displacements maps from the highest subdivision level and the mesh from the lowest subdivision level? then add the maps to the mesh in the animation/game software so that the high res details are visible but not actually part of the mesh? ..im trying to understand as well

  • @Rikitangoable
    @Rikitangoable 3 ปีที่แล้ว

    is this like a pseudo retopo?

    • @BradGroatman
      @BradGroatman  3 ปีที่แล้ว +1

      Yep, though ZRemesher is definitely not going to give as clean and exact a topology as you'd want for a game or film model, it's great for at least giving you some lower-res levels to work with!

    • @Rikitangoable
      @Rikitangoable 3 ปีที่แล้ว

      @@BradGroatman thanks for the help.