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Yes, go back to Maya and tie the bones to make a controller, but be careful about the number of faces of the model, be careful that the machine will get stuck, especially the high poly, you can study the normal map and the displacement map, and animate with a simple model instead of a high poly.
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If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP).
Among the training institutions in the field of "ZBURSH modeling", [Wang's Education] is the leader in China, and it does not join the branches, but is a chain campus directly operated by the headquarters. Different from many other large institutions of the same type: each campus of Wang's Education is physically face-to-face, the teachers are hand-in-hand, and there are special class teachers from morning to night, and the liver-bursting learning mode will improve quickly, especially suitable for students with poor foundation.
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Of course not. You have to move. You also have to tie bones inside Maya There are attached bones, which are also connected with z-balls, and you can find tutorials on the Internet.
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Of course I can!! Once you've rigged your bones, you can adjust the animation!! Hope you succeed!!
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Hello everyone! I'm a little rabbit, the content shared in this issue is the operation method of zbrush model to maya, do you know how to transfer zbrush model to maya? There are still a lot of friends asking this question.,I hope everyone will.,If not, you can come and learn with the little rabbit.。
There is a full set of Maya tutorial courses, which is the choice of many friends to learn Maya on their own, if you also want to learn Maya, you must not miss it.
1. Copy all the parts you know you want to retop, open the decimationmaster under the zplugin menu, if you want to keep the coloring details, you can use keepandusepolypaint.
Click the pre-processcurrent button, click decimatecurrent, and a percentage of 15-20 is usually sufficient for models with a high polygon count.
2. After extracting all the subtools, it is time to export the model. This can be done using the ExportAllSubTools button under the Decimation tab.
Operate one after the other under the Tools tab, or use the goz plugin under the tool menu. Once in Maya, open the Modelling toolbox, activate the high-resolution model, and start retopping, which takes a little time.
3. After all the topologies are completed, start the UV model to ensure that the model parts are properly grouped according to the material type.
Import the UVed model into ZBrush again, then use the ProjectAll button to project the details onto the subdivided model, making sure the high resolution is at the highest and the color information is turned on.
4. Now, you can export the color information, displacement maps, and any other textures you need from ZBrush for further adjustment in the 2D software.
Then put them into Maya, plug them into the correct slots, set up the lights and start testing the rendering. Since you already have UVs, you can go back to ZBrush and modify the high-resolution model as needed.
The above is "how to transfer the zbrush model to Maya", I hope the above content can solve your problem. More Maya** tutorials are available in "Articles", click to learn more.
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