Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 14-01-2008 , 10:48 AM
Registered User
Join Date: Mar 2007
Posts: 1,055

Susbstitute a bound mesh with another?

Hi,

because of my topology my character isn't too suited to hidh res sculpting in zbrush. The displacement maps created aren't too good.

I like the mesh I get a low subdivision (1 or 2) levels in zbrush though. Rather than displace, can I bind and animate my base mesh, then substitute a higher res mesh, and have all the weights etc follow suit?

Thanks,

gubar

# 2 14-01-2008 , 12:00 PM
Registered User
Join Date: Mar 2007
Posts: 1,055
Damn... another question to add to this. If you export a mesh into zbrush and then import in back into maya, even if you've only adjusted it a little, the whole thing has changed... it looks as if the whole mesh has been relaxed a little. Anyone know if this can be avoided?

# 3 14-01-2008 , 04:06 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
I dont think so, but it goes back to the reply in your previous thread, even if you adjust the mesh slightly in Z it will influence thebase mesh, Model, then rig dont rig and then go back.

The only thing that I could suggest is use the transif weights, Ive never used it but I say a demo by an autodesk guy, seemed to work ok, but you will still have to adjust the weights again.


"No pressure, no diamonds" Thomas Carlyle
# 4 14-01-2008 , 04:11 PM
Registered User
Join Date: Mar 2007
Posts: 1,055
Hi gster,

I haven't rigged him yet. I just took the base mesh into z, modified it a little, and took it back into maya. The whole mesh had changed, as if it had been smoothed (with the sculpt tool, not the smooth node... it had lost definition).

I've never noticed this before... maybe it's a quirk between maya 2008 and z 3.1.

Thanks for the heads up re transfering weights - I'll look into it.

cheers

gubar

# 5 15-01-2008 , 10:06 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Hi Gubar,

I think thats what Zbrush does to be honest, You need to add the definitions at each level as you move up. Ive not really had a problem, but I do just reimport the base mesh into maya if Ive done any sculpting


"No pressure, no diamonds" Thomas Carlyle
# 6 15-01-2008 , 10:37 AM
Registered User
Join Date: Mar 2007
Posts: 1,055
Hi gster,

that's what I'd done too - just re-imported the base mesh.

I *think* I've found what the problem was; I was exporting from maya with the default settings. This morning I tried to quickly export with normals and smoothing unchecked; then imported it back from z. Only had a quick look but it seemed to have retained it's shape.

Looks like maybe with normals or smoothing (not sure which one yet) checked on export will cause this issue.

cheers,

gubar

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads