Basemesh+subtools+UVs+rigging export

Discussions regarding Materials, Material-Compounds or Shaders, etc.
DUAJISIN
Posts: 7
Joined: 13 Oct 2010, 06:22

Basemesh+subtools+UVs+rigging export

Post by DUAJISIN » 29 Oct 2010, 18:22

The question may seem simple, i just dont have sufficient experience when it comes to texturing, adding detail to certain parts of a certain model.

My model in Zbrush is a part of many subtools - I have a base bodymesh, topologized correctly, on top of which - by extraction - i`ve created subtools such as a vest, shoes - laces, details different subtools -, on the vest another set of subtools for details. Therefore, my whole mesh, which i intend to export for animation, consists of multiple subtools and meshes.

How should i proceed now? Do i have to treat every piece as a different geometry when i export it to XSI to start rigging, or should i merge them all toghether to a single object? Other solutions?

If i choose to export certain parts differently, how should i make the UV layouts - in different sets, or combine them in order the group them later on if they share the same material for example? Im planning texture/assign different materials for them, etc. Where should i be careful, when trying to figure out the correct way to rig all of it? What is the main workflow in this case.

craft
Posts: 107
Joined: 02 Jan 2010, 23:40
Location: Portugal

Re: Basemesh+subtools+UVs+rigging export

Post by craft » 04 Nov 2010, 23:45

whatever you feel confortable with. every solution can be valid.

avoid having a single mesh with a huge polycount if it's composed of separate pieces. that can be more manageable and give you a better performance.
But if you go separating every single detail, it can be a pain in the ass to deal with and perform worst. same for the uv's.
think about what requires you the less effort and time to get it done right & think about the calculations the computer has to do.

DUAJISIN
Posts: 7
Joined: 13 Oct 2010, 06:22

Re: Basemesh+subtools+UVs+rigging export

Post by DUAJISIN » 08 Nov 2010, 08:54

I see your point, its just that i cant get my head around it. i didnt see any rigging tutorial with multiple meshes, separated objects Nowhere, i mean not even one video. which is weird. does someone have a link, etc? Thanks

Cryrid
Posts: 11
Joined: 12 Jun 2009, 21:51

Re: Basemesh+subtools+UVs+rigging export

Post by Cryrid » 10 Nov 2010, 17:05

It's the same process really. Select an object, envelope it to the bones/deformers, weight it. Rinse and repeat for new objects.