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The negative imprint of textures


vjludovico

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The industry standard way of modelling today is:

 

Base in Maya/3ds max - No, blender is NOT standard industry software for AAA titles.

High poly model in Zbrush/Mudbox.

Import back for retopo, or do it directly in Zbrush/Mudbox.

UVW Unwrap and Bake out the normals.

Texture the model

Add a normal detail pass from the difuse.

 

It really isn't any special workflow.

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The industry standard way of modelling today is:

 

Base in Maya/3ds max - No, blender is NOT standard industry software for AAA titles.

High poly model in Zbrush/Mudbox.

Import back for retopo, or do it directly in Zbrush/Mudbox.

UVW Unwrap and Bake out the normals.

Texture the model

Add a normal detail pass from the difuse.

 

It really isn't any special workflow.

Its very much possible to start right out of zbrush today without creating a basemesh in maya/max, the workflow always changes.

Edited by kuro1n
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I am aware. However, that is not the industry-standard way. That is because you limit yourself to 1 package, which isn't too good in the long run.

For freelancers, though, it is very easy to just create everything inside Zbrush. Both hard surface and organic.

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I am aware. However, that is not the industry-standard way. That is because you limit yourself to 1 package, which isn't too good in the long run.

For freelancers, though, it is very easy to just create everything inside Zbrush. Both hard surface and organic.

No, I'm using several programs while working. alchemy, zbrush, topogun, uvlayout, xnormals, photoshop and occasionally maya.

I'm not saying your way is wrong just that they way the industry works is changing just as fast as the programs and features gets introduced. Dynamesh has just been out since the 21st september so its probably not used so much yet but the potential it has and time you save by using it is quite good.

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Of course, the industry is changing faster than anything. But as far as I know, it havn't changed. Each artist got his prefferences. Some lives and dies beside Xnormal, some only bakes inside 3ds Max.

This really isn't "my" way, it's the way the industry have been working for a while now. I still can't see Zbrush taking over 3ds max/Maya. Hard surface models is easier inside a standrad 3d package. So in general the worflow will stay the same, with new tools.

Wether people base in 3ds max/maya or Zbrus/Mudbox is prefference. In the end, most people uses both.

 

The only thing I can say with Dynamesh is that it is very organic-friendly. It really isn't too helpfull for any hard surface model, since it does the same you can do in 3Ds max, just more akward. Thus it goes to my original point.

 

I know people who like to use tons of softwares. Zbrush, 3ds max, Topogun, Crazybump, whatever UVW software they got. I also meet people who only uses 3. I personally never go outside Max, Zbrush or Photoshop. I see no reason to do it, since it is efficient enough there. I am, however, not too glad in Zbrush. But that could be because I prefer hard surface.

 

Preference I guess.

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Of course, the industry is changing faster than anything. But as far as I know, it havn't changed. Each artist got his prefferences. Some lives and dies beside Xnormal, some only bakes inside 3ds Max.

This really isn't "my" way, it's the way the industry have been working for a while now. I still can't see Zbrush taking over 3ds max/Maya. Hard surface models is easier inside a standrad 3d package. So in general the worflow will stay the same, with new tools.

Wether people base in 3ds max/maya or Zbrus/Mudbox is prefference. In the end, most people uses both.

 

The only thing I can say with Dynamesh is that it is very organic-friendly. It really isn't too helpfull for any hard surface model, since it does the same you can do in 3Ds max, just more akward. Thus it goes to my original point.

 

I know people who like to use tons of softwares. Zbrush, 3ds max, Topogun, Crazybump, whatever UVW software they got. I also meet people who only uses 3. I personally never go outside Max, Zbrush or Photoshop. I see no reason to do it, since it is efficient enough there. I am, however, not too glad in Zbrush. But that could be because I prefer hard surface.

 

Preference I guess.

Yea i agree on the hardsurface issue, its somewhat complicated but possible with some will and technique. I usually do mostly bio/organic models so that might be why i favor it and find it a good way to work in. How is UV mapping in max? I find it to be a terrible experience in Maya.

 

Overall i actually never tried Max and dont know how it is compared to Maya so cant really say how it is to work in. : )

Edited by kuro1n
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. Hard surface models is easier inside a standrad 3d package. So in general the worflow will stay the same, with new tools.

Prove it! It actually depends how accurate you want to be... I'm not slowpoke in max for subd, but I can do some funky s*** in zbrush hard surface. :ninja:

 

the thing you have to remember is that with mesh extracting and clip brushes you do not need to worry about topology really. And if you know anything abut subD it is all about that... you just skip that and go make shapes in ZB. :ninja:

Preference I guess.

QFT.

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How is UV mapping in max

Can I say painfull? :P UV mapping in general IS painfull. But it is OK. From 2009 and onwards we got align tools, which made it easier. I find it quite easy, thanks to some tricks, but.. Well, no artist like UVW unwrapping :P

 

how it is compared to Maya

Very equal. From what I know though: Max is a better stand-alone package, while Maya needs some scripts here and there. So Maya is perhaps easier to tailor to one specific area, while Max is more general.

 

Prove it!

Weeelll, I really can't. For me Zbrush is for organic stuff, but that could be because I got a old school tablet and never really gotten into Zbrush. I've told myself for 2 years now "I am going to learn Zbrush soon!". I always go back to Max and make hard surface things.

 

And if you know anything abut subD it is all about that

Well, not 100% true. SubD modelling is about getting your shape with a Turbosmooth/meshsmooth modifier. The geometry is irrelevant, HOWEVER: You need a decent toplolgy to get the shape you want. It's afforable to be a little sloppy on the topology, as long as the smoothed line is fine ;).

 

What I wonder though, won't it be harder to re-toplogy if you go all out in Zbrush? Since in Max/maya you simply take away support edges and any un-needed floaters. From Zbrush you'd need to go through the whole model and get some decent topology out. Hm....

Perhaps I really should start learning Zbrush!

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As for 3DCoat and auto-retopology - it's actually *really* good. Provided you take your time drawing the guidelines and pay attention to deformation areas. Usually you do have to do a little cleaning up afterwards, but it shaves off hours from production time, which, when you're a one man team or especially if you are doing stuff in your free time, means a lot.

 

I know about Dynamesh, and in fact use it when I need to punch holes in my Sculptris meshes (unfortunately Sculptris can't do that yet), but although ZBrush sculpting tools are far more expansive I find the whole process just a tad too complex. With Sculptris I can literally just sketch out a form in minutes, then spend the next hour detailing it. I can then add surface details in Zbrush (you can do that in Sculptris as well since it supports alpha masking, but I prefer Zbrush for fine detail work, what with the Spotlight and layers).

 

For 3D work I use Softimage, which has a very good, built-in UV unwrapper. Combined with the speed of Sculptris and Zbrush and it's seamless polypainting, I can get a lightning fast workflow which produces top quality results and automates most of the time-consuming and tedious tasks, leaving me free to actually focus on the asset itself.

Edited by Mansh00ter
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