Hello,
I'm working as a set modeller for animation since 6 months and I'm would like to apply to some character modelling jobs in the video game industry.
I started modelling a character but actually I'm not really sure about my workflow. Could you give me some advices?
Here is how I'm working (I'm using Maya, Zbrush and Photoshop):
- I did a base model with 3000 triangles and a good topology in Maya
- I'm currently working on a high poly version in Zbrush
- Then I will just export my normal, bake the occlusion in Maya and do the colours in Photoshop.
Does it sounds good?
I heard people talking about exporting their high poly mesh in Maya but I don't understand why.
And I also have an other question:
My character have hair and a belt: does it have to be modelled in the same mesh as the body or can I model it separated and merge it later?
Thank you for your help.
Replies
- Zbrush does not bake maps well. Generally you'll want to bake maps in Maya, or xNormal, or handplane. Also people use the highpoly to help create the final lowpoly model.
- You can have seperate meshes are are merged later.
So I'm guess I'm not doing too bad except for the base mesh.
And for the shading, what material should I use, a Blinn?
And do I have to put all my maps in just one file? (I mean, the colour, spec, normal).
I'm sorry, I know this is probably very basic but it's hard to find all this informations on the internet.
Thank you again.
So I'm allowed to have 3 maps in 1024/1024?
You'll probably have at least diffuse, specular, normal textures, but you can also have a glow, or gloss/spec power, and more. You can have them in seperate files. They are just presented next to each other.
But I'm guessing what you're really asking is for information about realtime characters that you don't get in other areas of CG. Check out some character threads in Pimping and Previews and watch peoples methods and progress. You'll pick up a good overview of how things are generally done, as long as you don't lock in on the first guy you see and think "THIS IS HOW IT MUST BE DONE" - there's a lot of leeway in methodology in Game art! (but there are general rules to pay attention to fo sure.)
If I had to download one of those free games engines, which one would you recommend.
I would prefer something simple.
Thanks
I always thought that for video games, the mesh had to be only triangles, but I saw a lot of example with quads and triangles.
So it doesn't matter?
Quads are automatically converted to triangles, there's no reason to do it yourself.
I feel I kind of got lost here as well at one point but I feel that what I had a hard time finding was how each map would be used/applied
For example (I may be wrong as still learning myself)
The main maps I know
Normal Map (interchangeable with Bump)
Bump Map (interchangeable with Normal)
Opacity Map
Ambient Occlusion Map
Specularity Map
Diffuse Map
Cavity Map
Z-Depth
And out of those the only directly applied ones are
Normal Map
Bump Map
Opacity Map
Ambient Occlusion Map
Specularity Map
Diffuse Map
And the rest are used for post production such as a final still for a rendered picture or for manipulating an above map to make it achieve a greater effect that it couldn't have done by itself
Cavity Map
Z-Depth
And I found something that helped trim those even smaller is certain files use specific information that can be interchangeable and the only difference is how they read that information and how they get it
So for example
Normal Map - Uses a RGB scale picture and in my experience is unique
Diffuse Map - Uses RGB Scale to paint your model
Bump/Opacity/Ambient Occlusion/Specularity/Cavity/Z-Depth - All use Grayscale so technically you could use each any one these maps generated and apply it to any other and it would still "work"
___
Anyways that's how it goes in my head but I've had rare experiences in texturing.. which this new years resolution will hopefully fix up.
But usually don't you bake the Ambient Occlusion into the Diffuse map?
This is wrong. Specially with character that are animated, by making your own triangels you can predict the way your mesh will bend. if you let your game engine do it. it could do it the wrong way so it could show some artifact during the animation.
for more Info read the Polycount wiki. its all there
Do you know where I can find good examples of triangles topology?
Also, I went to the Polycount wiki and found this tutorial which is (I think) a perfect workflow.
http://artofluis.com/character-creation-for-videogames/
But he is using a kind of projection box to bake his high poly model on the low poly one and I'm wondering if such a thing exist in Maya?
Thanks