Select all of the character meshes and click the AccuRIG button.Your character will then appear in the Character Creator 4 viewport.In Character Creator 4’s dialog window, make sure GoZ Options > Action Template : is set to "Create Prop" and activate Merge All Props, then click the Update button.Refer to the Naming Conventions for ZBrush Subtools section for more information. In ZBrush, the character’s subtools are properly named and click the All button to transfer them to Character Creator 4.Having completely separated your hard-surface meshes in ZBrush and reduced their poly count, you can now begin the skin-binding process. In Character Creator 4, you can even apply physics simulation to subtools to achieve even more realistic results instantly. You can further refine the skin weight of the rigged character and soft cloth items and redefine the relationship between accessories and character bones. This will not only reduce the auto-rigging calculation time, it will also designate the hard-surface items as accessories to be attached to the bones so they can stay stiff. Select all of the soft-surface meshes as bind targets, such as clothes, shoes, and belts. Delete the original subtool and continue reducing the poly count of other subtools.After the projection is completed, the duplicated subtool will have the original details with low and high subdivision levels.Use Subtool > Project > ProjectAll to project the details from the original subtool to the duplicated subtool.Use Geometry > Divide to increase the subdivision level and poly count of the duplicated subtool. The duplicated subtool will have a much lower poly count compared to the original.
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