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Zbrush to Maya (Question about getting low polygons in Maya from Zbrush)

Discussion in 'Formats & External Tools' started by Mattmakesgames, Apr 5, 2013.

  1. Mattmakesgames

    Mattmakesgames

    Joined:
    Apr 26, 2012
    Posts:
    108
    Hello I just watched this video (http://www.youtube.com/watch?v=JjUPYB8x-Cc) but I can't work out what happens between 1.00 and 1.09. It seems that he goes from a high poly mesh to a low poly mesh really fast and I don't get how he has done this without doing retopology. It also doesn't look like he's used any decimate tools because of the clean geometry. I'm new to Maya and Zbrush as I ussually use Blender, maybe I'm just being stupid and missing something obvious? :D

    Thanks in advance for any answers :)
     
  2. larvantholos

    larvantholos

    Joined:
    Oct 29, 2009
    Posts:
    668
    Fristly, this is a demo so not all the steps are being shown, its designed to be sort of a show off of the process.

    Looks like he started out with a low poly object, with optimized topology, this is not an uncommon thing. He subdivided it in zbrush and added the desire details, when exporting it back out to bake it was either exported as is in high res, or decimated down, he could have exported the low res and high res out of zbrush as well, zbrush offers a couple of ways to do this, goz, subtool master, being two of them.
     
  3. Toasttify

    Toasttify

    Joined:
    Mar 27, 2012
    Posts:
    143
    Also if you want to try an automated method of reducing polygons I would not suggest maya, download the free meshlab program and use the quadric edge collapse decimation function under the filters, in my experience it works 10 fold better then maya's decimate.