Posing zbrush sculpts

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(do not bother trying to apply your maps in zbrush unless your using texture.xyz displacement maps in Mari.

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I always have to retouch the model by sculpting over certain bits after posing)ħ.) send posed model (which at this point should be decimated) to your renderer of choice and plug in maps. (wont mess up UV's, just be aware of stretching depending on how extreme your pose is. so unless you wanna take that journey just avoid displacing for now.)ģ.) UV the retopologized mesh.//// or use UV master in zbrush on lowest subdiv before decimatingĤ.) texture in program of choice (mari, substance painter, zbrush)ĥ.) pose with transpose master. and messing with displacement maps can be a fucking pain. ( i dont see much point in using the first or second subdivision unless the mesh has clean topology from the start, you're better off using a decimated version for final product. 2.) retopologize the high poly (personally use quad draw in maya).

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