@wilsonhaze (wilsonhaze) posted a new topic, subject "How to lipsync a high poly character". It read:

   I started learning zbrush recently, and most of the models i exported are high poly, selecting the vertices so i can create morph targets for lipsync is usually a big problem, because most times when i zoom in on the mesh in max, the model starts to cut away, so i cant see that part.  
    Are there any selection techniques i can use when dealing with high poly.  
    Thanks

To which @MGernot (MGernot) replied

    I think that's a scale problem. Seems that your model is very small.

So @floatingworld (floatingworld) replied

    change clipping plane parametrs in config of viewports. Work on medium poly proxies for lip sync. Also use normal maps to reduce poly counts. there is no need to work on hi poly models…you won't see any diffwerence in viewport anyway. You could prob. get 90% of the way with just head model with a few thousand polys.

To which @wilsonhaze (wilsonhaze) replied

    That means when working in zbrush, i should try to keep it as low poly as possible, right?..Thanks.

Then @system (system) said

    What I like to do myself is create a few phonemes a o w mouth open/closed in zbrush then use those as morph targets on the model in max. Then I play with variations of those morphs to get the rest of the visemmes.

Then @DrZenith (DrZenith) said

    wilsonhaze:
    
    > That means when working in zbrush, i should try to keep it as low poly as possible, right?..Thanks.
    
    No, In Zbrush you can go nuts with the Polys if you want. The usual process would be to sculpt your high-poly model, then re-topologise it or export a lower-res version of the sculpt, and use normal/displacement mapping on it. This allows you to choose how many polys you want the model to be that you're going to work on in Max or Maya, while retaining the details of your sculpt from Zbrush.

@system (system) replied

    have you tried gomax from norman 3d, the indie script? if not you should it saves me loads of time. If you can afford it look at 3d coat awsome for retopo tools. you can expoert high res mesh up to I think like 16m polys into 3d coat, then topologize , then in zbrush bring your model down to the first subdivide and import your new obj, slide the subd slider in zbrush up /touch up and there you go.

So @Kameleon (Kameleon) replied

    Can't you do the phonems in the low polygon mesh and then skin wrap it in the high poly?

To which @CGTalk_Moderation (CGTalk_Moderation) replied

    This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.


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