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Question: Zbrush sculpting for animation purposes.
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TOPIC: Question: Zbrush sculpting for animation purposes.
#645
Question: Zbrush sculpting for animation purposes. 1 Year, 2 Months ago  
This is a Zbrush sculpt related question:
Am trying to find out the work-flow of people who sculpt models in Zbrush for the purpose of animation. I would like to know if people find it a good technique to model their figure or face entirely in Zbrush, then Topologise it and export it to an animation package.
Also if anyone could offer me good examples of Zbrush artists who have made realistic looking face sculpts and turned them into fully functional animation meshes that would be really helpful.

Hope my question makes sense, look forward to hearing from you

Holly
Holly Potter
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#649
Re:Question: Zbrush sculpting for animation purposes. 1 Year, 2 Months ago  
I would say it is a great technique to use Zbrush then retopo for correct edge flow for animation purposes.

A great example is from a guy that I have done work with... Fabricio Torres.

fabriciotorres.wordpress.com/2008/09/05/ford-defend-the-dome/

He did that character completely in Zbrush then redid the topo and animated the character for Ford.
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Last Edit: 2009/05/07 14:47 By ZooRocket.
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#655
Re:Question: Zbrush sculpting for animation purposes. 1 Year, 2 Months ago  
Hi ZooRocket

Thanks for the tip, just had a look at Fabricio Torres' Hulk model, it's really impressive, exactly what I'm looking for. It's great to see proof that Zbrush can enable artists to sculpt from scratch a model that can be used for animation!
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#703
Re:Question: Zbrush sculpting for animation purposes. 1 Year, 2 Months ago  
Most of the 3D productions for games or animation made an intensive use of Zbrush.
The workflow is not the same everywhere but it is always a pipeline wher Zb is used for detail modeling and textures...
Most of the artists I know, start to model a base mesh in a traditionnal 3D package, bring it to ZB, detail it, export a displacement map and /or a normal map, somethimes also the diffuse map made with polypainting or/and projection master, and bring low res mesh to their 3D package and render it. The cool thing is when you use the low res mesh, it is easier to skin and rig it...

but now, there are some other pipline, which are quiet the same than the pipeline I just explained to you.
Some people create their model directly in ZB with Zsphere, start to detail it and when they find the good shape, the retopologize it in ZB or in their 3D software. Then with this retopology they continue detailing. When the character is done, all the pipeline is the same for the final part of the job...

If you do a quick check in the link Zoorocket gave, there are many artist linked as friends. Look their sites, there are many sources to understand the process in the industry...
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