ZBrushCentral

Help, my models are way too high-poly for 3DS Max

I’m trying to make a movie in 3DS max with stuff I modeled in Zbrush, problem is that they’re way too high-poly to use with all their details.


Mechanized_Corset1 by Verinince, on Flickr

I’m aware of the option to decimate it but I have a huge problem with how the mesh is ruined when I do so. What is the best option to fix this?

This is a pretty broad subject, but generally the way people adapt Zbrush geometry for use in animation packages that can’t support that kind of poly count, is to retopologize the geometry into a low poly mesh, and export the Zbrush detail as displacement and/or normal maps.

The best way to do this for the particular application you use will require some research and learning on your part. Much has been written on the Zbrush to 3ds workflow though, so you should have no shortage of guides.

You’re going to want to use displacement maps.

Build a lower polygon version of your model. (MUCH lower. Make it animation friendly.) Build it right on top of the original model, making sure the major/large forms match up with the original. You can use Zbrush’s retopology tools for this, or another program like Topgun, or just build the new topology in 3DS max or Maya.

Use the high detail model to create a displacement map for the low poly model. You’ll then animate the low poly model in your favorite program. At render time, the displacement map will apply all the details to the low poly model, making it look exactly like the original.

You’ll have to do some research to learn how to do all of this. Start with retopology, and then look up displacement mapping for zbrush, then rendering displacement maps. You have much learning ahead.

Post here again if you get stuck on something.

Displacement maps don’t look to good from what I’ve seen so far. They don’t give me the same clean-cut detail I get in Zbrush. I gotta ask, is there any downsides to using a decimated mesh decimated with the UV master? What downsides is there to using those particular meshes?

Decimation is not a good idea for animation. You might be able to get away with it as long as nothing needs to deform. For instance a chair or table doesn’t need to change it’s shape, so you might be able to get away with decimation on that.

That said, your poly count is still going to be through the roof with decimation. It’ll slow down rendering, and generally stress your system. If Max is having a hard time with your model, just wait until you try to texture, light, animate, and render it. A true retopology with a GOOD displacement map is the only professional option with the kind of detail you’re pushing.

We don’t really know what you’re up to though, so we don’t really know what your project needs. It’s always different.

Good luck.

This topic always has me confused. I always see video game models that appear to have been decimated. My current goal is to just have a great mesh. I have a few questions: cant I retop my mesh in Zbrush? How do I get the displacement UVs onto my retopped mesh?

Game models use triangular geometry, but it is deliberate geometry. Decimation produces random geometry in extreme configurations. In time you will understand why this is important.

Yes you can retopo in Zbrush, but understand that many of your questions are impossibly broad. You may as well be asking “how do I write a song”? There are all sort s of little bits of learning that go into the mix, and no one is going to teach an entire course on 3d 101 here in this thread. I suggest you read the manuals of the softwares involved, and look for available tutorials.

If you find you have very specific questions about a particular Zbrush feature, someone would probably be happy to help you.

Spyndel is correct on all points.

You can retopo your model in Zbrush. Here are some links: (some of the info may be outdated)

4 Documentation links
http://www.pixologic.com/docs/index.php/Topology
Video
http://www.zbrushcentral.com/newreply.php?p=897203&noquote=1

You can also retopo in TopoGun, 3DSMax, Maya, or any other program you may have. Each program has it’s own way of doing things. If you run into problem areas (like fingers) in Zbrush, you can always fix them in Maya or Max.

Search around the online zbrush docs to fine more info on UV’s and Displacement maps. Google will help too. :wink:

Your general workflow will be similar to the following:

-Retopology
-Project high details onto the new mesh. (many options for this)
-UV creation
-Polypaint / Textures
-Displacement map generation (or a normal map for games)
-Export to Max

Much learning ahead. And if this is for games, that’s a whole discipline in itself.

Hah hah, I’m surprised no one commented on what an awesome model I’m designing. Just kidding. Anyway, no, I hate game design, this is for a movie I’m making. I do appreciate all the information you’ve given me and the links.

I make my questions broad so you’ll share links to tutorials on a method for doing what I need done. Thanks for your help.

My mistake

Btw, your video link doesn’t work, and I’m still having trouble understanding how it works, do oyu have any other guides please?