From the course: Maya: Retopology for Animation
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Set up the sculpted model - ZBrush Tutorial
From the course: Maya: Retopology for Animation
Set up the sculpted model
- [Narrator] Before we can create a nice, clean model for animation, we should have a sculpted or scanned model to work from. Then we can use that as a shape to retopologize on top of. Usually, this comes from a 3-D scan or digitally sculpted model. In this course, I'll be using a character I sculpted in ZBrush. So let's bring it in and take a look. So, on my, let's go up to File and Import. And under the exercise file are free exercise files. You should find an elf sculpt.OBJ And go ahead and import that. One issue you might run into if you are using your own file is that it might be a very heavy mesh. Let's go ahead and click on this and zoom in and see what this looks like. So you can see this is made up of a lot of polygons, but it's not so much that it really bogs down Maya. Now, if your model is really heavy, what you might want to do is go up to Mesh and click on Reduce with Options. And what we can do is reduction method by percentage. And just find a percentage that works for…
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