This didn't work in my case unfortunately and I did lose some of the retop work I had done on the face. ma file, though this will drastically slow things down. The workaround I found was to save it out from a previous version as a. Maya 2018 hates binary files (.mb) over 2GB. This does almost double the file size, though did I consider that working with a large file might be a problem (despite having a fancy new system). ![]() ![]() obj’s into a Maya scene and converted them to alembic (.abc) format as this reduces/prevents any lag you might experience when working with large files. After exporting everything from ZBrush (more than once :/), I imported all the. Speaking of time wasted, I uncovered a fun issue in Maya. Some time wasted, but at least I’ll be sure not to forget next time. One thing I liked about this (that I don’t think I knew before) was that hidden polygroups were removed from the mesh on export as I had some overlapping objects that this came in handy for.Īttempting to sort through and combine the meshes in Maya was not the best idea, so instead I had to re-export most of the meshes and make sure there were polygroups where I specifically wanted the mesh separated and not. I forgot that when exporting tools from ZBrush, any polygroups you have created will be broken up into separate meshes. There have of course been a few setbacks along the way. I'll need to wrap the sculpt up real soon or I might not be able to finish my character in time (eek!). I'm going to detail and polish up in and around aaaaall the spiky bits and start forming the 'clothing' and other objects picked up from the ocean floor. I had to make some manual adjustments instead with masking and polygroups, the good 'ol fashioned way and had to wonder how much time (if any) I actually saved in the longrun.Īnyway, that's my rant. The issue I had was that I couldn't use any modifiers to bend or tilt the brush, as they were greyed out. Playing around with it was heaps of fun too. I figured it would be perfect for all the spikes, fins and fangs in my design and it is quite good and saves time to an extent. I've spent some time creating a custom VDM brush (I'm using ZBrush 4R8 by the way), partly because I've never created a custom brush, I wanted to use a new feature and because I chose to work with subdivisions. If the bottom half is more human, I was thinking of 'dressing it up' or forming 'clothing' from things found along the sea bed e.g. I've narrowed down my idea to a siren-esque type of character that is quite dark, possibly a once beautiful face now with translucent or decaying flesh (will explore if this is more fish-like or human). I later decided no to go that route, but also didn't want to create something too cliche. ![]() a bumbling not so evil character that's trying too hard. I had originally thought to do something quirky or more comedic e.g. This led me to look into the many-varied Final Fantasy summons and design focusing around an element or particular type of creature in this case water. Anything from exploring the four elements, referencing mythological creatures and exploring dark or death-related things like shadows and ghostly figures. I had a bunch of different ideas floating around (as usual), but they were more tidbits of different things nothing particular. Thought I'd best make a start on my entry.
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