Negative Blendshapes in Maya - Top Production Tip

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In this Maya modelling tutorial how to use a negative blendshape to really save yourself when you're in a tight-spot in production. It can also be used to enhance your Maya models, often if your models come from ZBrush.

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You guys are fantastic! I pick up so many new tips in these videos! Maya is a weird beast at times, so these time savers are life savers!

ubermatik
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i use this trick allll the time.

the idea of having a smoothed out version and reversing the blend shape is kinda genius. i usually just use this for getting a little extra push and pull with my facial rigs

chrstpher
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This has been extremely useful and informative. Zbrush shrinkage has always irritated me and this will help a lot indeed.

One question: at 10:15 you mention correcting the shrinkage that happens in Zbrush. what exactly do you mean by it? Correcting it in Maya after exporting from Zbrush with a blenshape or is there anything in Zbrush itself that could do it automatically? Thanks!

nickzardiashvili
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Channel is going from strength to strength, great video guys. Is there anyway, plugin or manual, to use an existing set of blendshapes (the donor), and apply them to a model that structurally/dimensionally is the same but the vertex count and order are different?

rudevectors
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just the best tutorial and still fun ))

Oleksandr-zbqb
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omg 2:33 ! That's so sneaky and awesome. Thanks

mattbarkerart
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My question is a bit more complex. As you know, unreal works with values ​​-1 to 1 in the morph range. So in Maya, I have, for example, the closed eyes morph, and I want its -1 value to not create a monster that seems to have a thyroid about to explode. So the problem is that when I adjust the -1 value so that it looks more or less good, then the morph does not work well on the value 1, since the eyes are half open. How can I make the correction in morph values ​​to -1 and that the original morph works fine at the value 1?

elvinocurtions
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So if im using the zbrush to maya blendshapes plugin and just want shapes for head, does the low poly model ive retopod in maya have to come back in with a seperate head ive duplicated in maya with the same vert order, apply blendshapes to this then export back out? I can use this for completed full body mesh that the final improted from zbrush low poly as whole bosy is joined up then but blend shapes will come in seperately to just affect the head. I dont even know if that makes sense if anyone can help? ok, hang as duplicate for blendshape base. on here's what i do:


1. Retopo decimated high from zbrush in maya to get low to reimport as base ready to project onto.
2. Before reimporting to zbrush, seperate a head duplicate to apply blendshapes to.
3. Connect correct verts back up for original head and body so now complete mesh has same vert order on seperate head.
4. Import complete body back to zbrush and finish model with reproject etc.
5. Import low poly head only from Maya to zbrush and use this to sculpt blendshapes.
6. Export these head blendshapes to apply to head in maya final model?


am i way off here?


Any help from anyone greatly appreciated so don't waste hours...


thanks

_of_
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This is so #### awesome trick, thanks for sharing buddy...

Udaykumar-xqgb
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Have you guys tried the 'Cage' button next to the subd slider to prevent the shrinking in Zbrush?

sys
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any advice for a beginner who's struggling with forming shapes in zbrush???? i'm a decant modeler in maya but for a reason i can't form good and clean shapes in zbrush, i feel like i don't know when and how to use the

douka
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Can it be used for animation? Maybe transforming a human into a beast :p

nodesofnature
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Less ads please. 3 interruptions in a short video

karlpj
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Less ads please. 3 interruptions in a short video

karlpj