
Joopson

np1094




iam717 said:See a lot of chatter about: The Quad Remesher add-on for Blender is developed by Maxime Rouca, same dude people saying made the zbrush one, so perhaps that might be a go to for some people.I find it a little therapeutic to do it manually (i know "madness right".)Yeah sure do it in maya, i do not use it but perhaps some new guides floating about on Artstation/youtube about anything new, i'd give it a shot, look forward to updates if they happen.
Avlaus
kanga
Alex_J

ATaylor96

JonathanAnimates
Hello everybody. I am working on a scene based on the image below, from Alexandre Dibone (https://www.instagram.com/alexandrediboine/)
Right now I have finished blocking the entire scene, and have a couple of textures in place, for some of the wood parts, and the walls:
I'm not really sure on how to tackle my next steps, since I'm a novice.
I know I need to now UV all the props.
What I don't know is:
1 - Should I change any of my assets, add bevels, change topology, etc? (I can provide better views of the models)
2 - Should I bring each asset to Zbrush and scuplt them? Give most/all a pass of subdivisions and use that as the high poly? Or should I decide only a couple to give this treatment? (scuplting, subdivisions etc.)
3 - If I decide to sculpt only a few assets, and then want to bake the normals, on substance painter, will I have problems if only a couple of the assets have a high poly version and the others are low poly only? ( because I would export everything into a single FBX file, in order to texture all the props in one atlas. Sorry if my wording is confusing. Let me know and I'll try to explain my question better).
4 - I don't know how to properly light a scene, so help here would be apreciated too. I want to emulate the lighting as it is in the drawing from Alexandre.
Thank you for the help!