I didn't think you could send a rigged mesh back and forth between
Softimage and Zbrush, or when you send to zbrush, I didn't think it'd
replace the rigged mesh in your scene. Always thought it had to be a stand
alone mesh, or when it did come back, it'd be one.

I do think you need to have the rigged mesh in the same app you're doing
your blend shapes in. Otherwise, you're sculpting shapes that will work in
a neutral pose and when you go to deform it with your skinning in a pose
you may end up with artifacts. One cool thing about Soft, is that you can
set one viewport to show you results of the stack in modeling, then in one
that is the full deform. Pushing and pulling points in the neutral and
seeing the results of that in the pose.

Since the final character deformation is the conglomeration of different
deformers, you can get better mileage out of each one if you do edits on
them while seeing the final results. The consequence of not, is that you
have to sculpt many in-between shapes and pose by pose correctives that you
may not have needed to if you front load the work and iterations when
building them up in the first place.

--------------------------------------------
Eric Thivierge
http://www.ethivierge.com

On Sat, Jan 17, 2015 at 12:16 PM, Greg Punchatz <g...@janimation.com> wrote:

> Raff while what you say is true about needing to check the results of your
> sculpts in combination with with other shapes and deformers. There is no
> reason those edits should not be done in the tool-set best suited to sculpt.
>
> Using something like Zaplink or a few scripts can make the back and forth
> seamless.  ICE made it so much easier to to pose based deformations and
> corrective shapes using Zbrush to edit.
>
> That being said I still do a great bit of my shape work in soft, unless
> its a very dense mesh, then I whip out the Z
>
>
>

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