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Scalable Vector Graphics - AI - to Maya - to zbrush

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hi there,

having some problems with mesh "bev+'ed" in maya from paths created in Adobe illustrator.

mesh gotta be ready to be used inside zbrush as InsertMesh.
need to apply it as a boolean subtraction onto another mesh.

problem i have is:
the mesh comes outta maya unsmooth and when i apply it as a boolean substraction on Zbrush i got hard edges.

this is the pipeline i use to obtain mesh from paths:

1. ILLUSTATOR TO MAYA
2. in maya
bevel plus
-settings-
width: 0.03
depth: 0.1
extrude distance 0.25

along extrusion "section" samples: 2
along curve "span" samples: 6
http://imageshack.us/a/img12/8283/rufz.jpg


3. maya -> triangulate
4. maya -> quadrangulate
http://imageshack.us/photo/my-images/19/qcm8.jpg/


5. zbrush -> create InsertMesh
http://imageshack.us/a/img268/288/m1lk.jpg



Can you help me having a smooth mesh in maya please?
i cant edit the "nontraingulated" mesh in zbrush beacuse of the frontface.

so i gotta do some retopology inside maya OR
find a way to have it "zbrush-ready" while "bevel+'ing' " with some smart settings i'm not finding out while doing some tries.

thanks alot for your help ad time.

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