Hey, Marie-Michelle Pepin. great Tip! If I may make an inquiry / suggestion... have you tried this technique with a Transpose Master mesh? maybe you can GoZ that mesh, rig, return and finally Tpose >> SubT and have all sub tools posed at once! I will try that myself too with GoZ for Modo on a Mac, I know that Transpose Master can be a little tricky, but it might be worth the try! EDIT: I just tried it with Modo and worked! I created a humanoid with SubDs, made a quick shirt (extract), renamed the SubTools, used Transpose Master TPoseMesh, then GoZ to Modo, rig,pose, Goz back to ZBrush and TPose>SubT, worked smoothly! Great videos, great work, thanks!
I know you briefly covered why you would want to use this at the end of the video. But I still don't understand why all the extra work? If you already have the character rigged and weighted, then why not just pose, light, and render out of 3ds Max or Maya?
I cant see the reason to do the transfers between redactors if its possible to rig model inside ZBrush and pose the way its needs to be. But maybe sometimes its saves the time if Max rig is available already. Or just bake lighting from Zbrush model onto midpoly model and pose its live even inside the engine if its needs. I mean the tool is interesting for fast transfer between redactors, but for some reasons which I do not see currently
Pretty helpful tutorial.thank you Marie-Michelle Pepin.
Hey,
Marie-Michelle Pepin. great Tip!
If I may make an inquiry / suggestion... have you tried this technique with a Transpose Master mesh? maybe you can GoZ that mesh, rig, return and finally Tpose >> SubT and have all sub tools posed at once!
I will try that myself too with GoZ for Modo on a Mac, I know that Transpose Master can be a little tricky, but it might be worth the try!
EDIT: I just tried it with Modo and worked! I created a humanoid with SubDs, made a quick shirt (extract), renamed the SubTools, used Transpose Master TPoseMesh, then GoZ to Modo, rig,pose, Goz back to ZBrush and TPose>SubT, worked smoothly!
Great videos, great work, thanks!
valeu
Anyone know what would be the equivalent of the shrinkwrap in max for maya?
I know you briefly covered why you would want to use this at the end of the video. But I still don't understand why all the extra work? If you already have the character rigged and weighted, then why not just pose, light, and render out of 3ds Max or Maya?
I cant see the reason to do the transfers between redactors if its possible to rig model inside ZBrush and pose the way its needs to be. But maybe sometimes its saves the time if Max rig is available already. Or just bake lighting from Zbrush model onto midpoly model and pose its live even inside the engine if its needs. I mean the tool is interesting for fast transfer between redactors, but for some reasons which I do not see currently