-Timberwolf- opened this issue on Jun 22, 2013 · 102 posts
Teyon posted Wed, 26 June 2013 at 4:43 AM
Tricks that I explained in the video that you can't hear:
import the base OBJ from either the runtime or an export into UVMapper. Delete the eyes, teeth and tongue. Save this back out as a body base for sculpting.
You can use ZBrush's polygroup tool to group the mesh by UV's. Once grouped this way you can do your sculpting as normal then hide parts before creating displacement and or normal maps. This prevents map overlap. - note this works for Mapping functions. For morphs you'll need to load the mesh in UVMapper and import UV's from your base to get the groups back.
After importing the OBJ into ZBrush, save a morph target inside ZBrush so that you can always get back to the base.
Always work in layers, it's non destructive and allows you to dial in the intensity of what you've sculpted. Great for mixing and matching effects!
If I can get this effin' mic to work with Camtasia, I'll do a whole sculpting session so you guys can see/hear the workflow. It'll be more a Zbrush and how it works well with Poser tip section than attempting to achieve any specific morph. However, it sounds like this is an area we haven't supplied enough information on so I think it's needed. I'll try and do that sometime this week.