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Animare 51 posts
Hi all,
A couple of friends have been raving on about the whole zbrush/mudbox techniques they use with their model.
I was just curious to know from what I've been reading is the basic workflow, say for high poly models used in cutscense something like below.
1. Model mesh in 3ds
2. Export Mesh to Zbrush/Mudbox
3. Sculpt, add finer details like nerves veins all the little detail etc.
4. Export back as a normal map, and apply in 3ds
5. rig, texture animate as per normal.
A couple of questions
Does the model need to be uvw unwrapped before it goes into step 2?
When applying the normal map, is there anything that needs to be done for the base mesh?
Am I completely missing the point on any steps?
I know this is probabbly a really basic question, but just 1 min of explanation from one of you zbrush/mudbox gurus would clear this up. would REALLY appreciate the clarity.
Thanks!
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Hound77 10 posts
Those basic steps are correct. You can either unwrap the mesh and import (if you want to be able to work on your map in a 2d program) or you can use Zbrush's native AUV or Guv mapping to map your model in Zbrush during any stage of the modeling. You won't have to do anything to your model for Normal map creation. Using Zmapper you can create a normal map in Zbrush and apply it to your base mesh in Max.......