Update from external Geometry
Posted 30 March 2010 - 07:05 PM
I wonder if something simmilar could work with meshes (and maybe at a later
point in time with Nurbs) merged to Voxels too...
Let me explain:
1) Create a simple Cube inside your preferred Modeler and save it as an Obj.
2) Load the cube into Zbrush, subdivide and sculpt away
3) Now change the original cube inside your Modeler (extrude a face, cut a hole, whatever) and Press SAVE
4) Load the changed file with the same name into Zbrush. The app loads the changed Topology (=replaces the old)while doing a
great job in preserving the already sculpted elements (areas which need review automatically get masked).
Couldn't something like this work with Voxels too?
- Colwax likes this
Posted 30 March 2010 - 07:14 PM
The new 3D Paint system the Foundry bought from Weta (forgot the name) also has the ability to load geometry sequences, so when texture paining a character you can scrub a deforming character to see where the texture more stretch, and even save different textures for different poses that are blended together by Maya/Houdini/whatever at render time based on geometry attributes. That'd be cool too
Posted 31 March 2010 - 04:31 AM
OSX / Linux / (and reluctantly sometimes Windows)
Posted 17 May 2010 - 01:45 PM
Regardless - here is a reminder with a quick illustration.
Posted 17 May 2010 - 07:29 PM
My tutorials on YouTube ----> http://www.youtube.c...raphicGladiator
My official 3D Coat blog ----> http://3dcoat.blogspot.com
My sculpting experiments on 3D Coat.com ----> http://3d-coat.com/f...?showtopic=1720
My official website ----> http://www.grafikbuero-werner.de
(My website is in german language, but I work for the international market too. Just drop a mail, if you are interested.)
German speaking CG Workshops ----> http://www.lernfaktor.de
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