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Neckband zculpting question

polycounter lvl 14
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NAIMA polycounter lvl 14
Hello , I wanted to try to make a jacket sculpt , but I am not sure how should I approach the modeling and the sculpting of the neckband part , you know because it folds on the shoulders and so I can't reach those areas , how do you usually work on those parts and how do you approach the baking and low poly modeling if you want it to be 3dimensional and not just baked on the low poly ? ( let's say that the low poly is a quite high poly one too ...

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  • CheeseOnToast
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    CheeseOnToast greentooth
    Well, for the base mesh, model in the thickness of the collar. I often do a quick and dirty UV map, making sure I move the collar UVs out of the 0-1 square. That makes it easy to assign a polygroup in Zbrush (with the polygroups>UV group button) if you need to isolate the collar area.

    When it comes to baking and retoplogy, I let the normal map do the work when the collar is close to the main part of the jacket, and build actual geometry when it's further out. you's be surprised at what you can get away with normal mapping. Anyway, a picture speaks a thousand words, I hope :

    JacketWithCollar.jpg
  • cryrid
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    cryrid interpolator
    Same deal. Work it into the base mesh, set up polygroups, and keep the final mesh simpler so you don't have to fight with projection issues.
  • NAIMA
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    NAIMA polycounter lvl 14
    thankyou butperhaps I should quickly explain my usual workflow ...

    1 I model a low poly mesh , barely resemblng what I need to do in 3dsmax, then I export the Obj and Import it in Zbrush , I sculpt it all and then I export the HP and the LP versions of the zbrush levels ... I reimport the LP version exported by Zbrush and I uvmap it ... then I reexport and I import both in Xnormal , there I usually launch the 3d viewer , setup the cage and then the ray distance tool , replace the HP ovb with the actual HD model and I bake ... I usually get good results with that ...


    but the neck retorsion is worrying me because the cage would intrude and extrude , might create artefacts in the baking I suppose ... so I was thinking that perhaps I shoudl cut the neck part as a secondary mesh , but I didn't want to couse I wanted a continuity in the mesh flow ... so I am a bit undecided ...

    I also not sure ot have understood what you actually do to bake and not have the projection issues artefacts ...

    If I understood well you do a retopo over the HP and in the neck area you just use the Extrusion bits but not model the whole neck top and bottom covered part ...

    but my issue is that I have to model that partand I wanted to create a full 3d neck also in the low poly ... so how to overcome that issue?
  • cryrid
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    cryrid interpolator
    I'm working on shirts with collars right now.

    Typically I use 3 meshes. A basemesh (#1) that gets sculpt to the highpoly mesh (#2), and then a retopologized version for the end (#3). There are rare times when the basemesh and the final mesh can be the same, but usually it works out better if they're not.

    If you want the collar as part of the final geometry, then setting up your cage correctly is crucial. You might still have the option to explode the bake, but a proper cage should still be able to take care of it (also, I'm not sure you need to worry about the ray distance when using one? I thought the cage overrides that in xnormal, so you'd set the cage up with more care around the collar to make sure the distances are where they need to be).

    If you really don't need the collar as geometry, then its much easier to just have a simpler model, and let the normal map and texture take care of the rest.
  • CheeseOnToast
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    CheeseOnToast greentooth
    Xnormal ignores backface hits when raycasting by default, so you'll usually get decent results even when the cage intersects itself, like the example you gave above. Very tight concave corners can be a problem, but a few cage tweaks usually fixes it. Just try the bake, you'll probably be surprised how well it turns out.
  • NAIMA
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    NAIMA polycounter lvl 14
    Ok is just that I havent tried yet the cage of xnormal used on convoluted surfaces , its that I want to avoid any kind of later problem that would forceme to redothe work by scratch ... Brw Cyrid do u thibk u can show any picture of how you are doing those in high and low ? And how are u going to bake ? Everytime I try toload a high poly mesh in 3dsmax my pc freezes ...
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