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View Full Version : S/W recommendation for character modeling and animation


akashwh2003
13-08-2008, 12:37 PM
Hi Friends,

I work for a Pune based firm. We deal mainly with semi-realistic character modeling and animation. We primarily use 3ds Max for development.
There's a small issue - we have a freaky client. He's not sure of what kinda characters he requires. Even if a sketch is approved and we deliver it exactly the same, he calls for changes in features. This is increasing our production time tremendously.

To answer these issues, we worked on 3 s/w - Z- brush, Poser and I-clone

Z- brush gives amazing results quickly but we're not sure how animatable the models will be after we import them back to max. What will happen to the mesh flow. We played with normal maps but is it recommended for movie quality productions?

Poser seems most promising right now. We tried developing new models based on sketches and exporting them as obj files. We could get high quality morph targets and clothing. The issue with poser are:
1. New models developed from photographs are not good enough.
2. Exported mesh are too heavy for rigging and animation.
Is there a way we can export the rig from poser?

I-clone is an excellent tool but has no cross s/w compatibility. No models exporting options!

Please help us out with the issue. Also tell us, if there is some different approach altogether. We have a serious problem out here!

X-jo
13-08-2008, 01:24 PM
hope ur client ain't in cgtantra...
sorry dude i dunno anythin abt it...just a fresher...don't worry, the seniors will help u..just wait for 24 hrs... they'll reply 4 sure

akashwh2003
13-08-2008, 02:29 PM
Sure buddy .. he's not from CGTantra ... Thanx for your concern .. m in desperate need!

imran_ulla
13-08-2008, 09:04 PM
hmmm..clients...:mad: I know that feeling man!

ok..poser to max transition should be ok..if you use

http://meshfoot.atomicperception.com/display.php?page=index

poser and max problems faced by others.........

http://area.autodesk.com/index.php/forums/viewthread/2161/


but..IMHO, poser to max will entail some change in the look n feel, so...if possible, look for other remedies.

imran_ulla
13-08-2008, 09:32 PM
hmm z brush..if you started with a proper lineflow model..you can move down to level 0 or level 1 and export the model....rig the base mesh and use the topmost level as a Disp map or normal map...based on the requirement..

If the sculpt has no proper flow in the base mesh......you can retopo it...though that is a long process for an entire character

akashwh2003
14-08-2008, 08:19 PM
Thanx Buddy! .. will just chek the link you sent .. trying really hard to settle down on Poser. Z- brush ... can you please tell me the limitations in animation I'll face with this approach?

Thanx again for you valuable feedback!

imran_ulla
14-08-2008, 08:28 PM
Cant start off with the limitations.....better to prototype in zbrush(or if you want to do in max... Lbrush/LipServive from joe alter)...Lbrush gives a lot of zbrush sculpting functionality in max

http://www.lbrush.com/index.htm

for animation.. standard soft like max or maya..are best......unless you want to experiment with poser or z...

akashwh2003
18-08-2008, 01:39 PM
Hey Imran,

This stuff is of some real help man! .. thanx a lot .. will soon finalize my approach and post it with examples for everyone to use. Meanwhile if you have some suggestions - am listening desperately!!