After making my first video, I decided to post a second one about how to keep Maya's blendshapes in sync with a zTool in zBrush. The idea is that you are never tied down to one program or another. You can modify a blendshape in Maya without worrying about getting locked down in Maya. You can simply export the OBJ file, update your zTool in zBrush and continue modifying it at will.
This is what would allow you to continue working on high res scult details while still keeping your base shape in tow with Maya.
It feels fantastic to have her re-wired and rendering like this. Her rig needs a few more adjustments and her facial blendshapes need a little work as well because I using some corrective shapes to 'fix' her cheeks and lips. Both are a little fuller now compared to the bonier feel they had before. Jeff Bedrick gave me a suggestion to raise her lips closer to her nose and it was a brilliant call as well. I'd seen her model for so long, that I just became accustomed to what she looked like. His feedback was right on, and you can certainly see the improvement in this image versus the older ones.
I've got a displacement on her hair and pink-top now since it felt like a better move than just using normal maps. Her wings don't really work yet - this is PhotoShop magic, but until I get further into animation, that won't be necessary.
Another major milestone is her skirts. There's a switch on her root control that will let me utilize any of the three skirts on her rig. She has a rigged skirt, a wrapped skirt, and a solved skirt using Maya's nCloth. I've run a few tests so far and have been pretty pleased with the nCloth skirt - hopefully I'll use it for all the rendering, but the other two are there for backup and in production purposes.
I finally got around to finishing the textures on Lilienne - though her wings are still a work in progress, I've added in the sculpted hair with normal maps from zBrush and laid out the UVs for her shoulder straps. I used the procedural cloth for the bump maps and I worked out a new trick to help myself fumbling through the creative process here. I wanted to work with colors and the bump map on her clothing, but I wanted to configuration of the cloth texture to be united between the color channel and the bump channel, but I wanted to the colors of course, to be separate. So I wired up all the connections for the attributes from the color to the bump and left the colors disconnected. Simple enough, but it was nice because it allowed me to experiment with a bunch of different options in only one place and see it's affects through IPR very quickly and never have to copy those values from one procedural map to another.
I had been advised on turning her shoulder coverings into simple nCloth shapes and solving them, then using the solved cloth as wraps on the model and I've looked at a couple other options and ended up coming back to this one in the end so that's what I've done.
I intentionally left a fairly large weave in on her shoulder pieces as they look sort of 'knitted' together. That was to help sell the illusion that she's really not that big. I'm not sure how shiny I want her clothing to be, but I'm using an anisotropic shader which is pretty soft at this point (the rim light in this scene has a very high intensity to help with the sub-surface scattering material for her skin). I can adjust for rendering if need be.
I also updated her model to fix the nose - if you look back you'll see some weird model behavior there and with the SSS material it was not looking good. This could be a good thing ... or a really bad thing. Because her Blendshapes have already been created, I can't simply use this one to wire back into the rigged mesh. I'll have to do a wrap which ...... will hopefully work. If not though, I have the original version still ... she'll just have a funky nose.
The tools are getting better and better every year for high quality digital content. I wanted to create a demo of how to mirror blendshapes using zBrush which is by far the best tool out there for organic modeling and sculpting.
Here's the mel script I used (modified) originally found here from vaniljus.
MEL Script
global proc joDetectNonQuad() {
string $select[]=`ls -sl`; string $nSided[]; int $inc=0; for ($s in $select) {
int $num[]=`polyEvaluate -f $s`; for ($i=0; $i<$num[0]; $i++) {
Ok, so after spending absurd amounts of time trying to figure out why Maya/MentalRay's SubSurfaceScattering material has eye-gougingly annoying caching issues, I managed to eek out these renders this morning at about 3:45 AM ... then I went to bed so I could get up and go to work. Ahhh, the life of an animation student!
I am tempted to go back in and get some finer bump details, but I really feel like I need to stop here. He's missing the finishing touches on his waist belt, but other than that the only thing I feel inclined to work on at this point is the hair. I'm planning on using a hair simulator if I can get it rendering and the dynamics working well enough. Other than that though, I'm pretty satisfied with the model and textures at this point.