Hi, I was wondering, when you guys do environment assets or hard surfaces ( something like Kevin Johnstone did for GOW3 or ORB did for Crasher etc. ) after you do the HiPoly asset in Zbrush or Mudbox, is retopology really need it for the asset ?
Or just decimate in zbrush until you have a low poly, clean up the model, UV and call it done ?
I'm asking because I've done it both and I don't really see any issues when I do the decimated one !
What is you opinion on this subject if you don't mind ?
Thank you
Replies
For like super clean hard surface stuff I usually build my lowpoly along with my highpoly, and then just do a little bit of clean up to optimize.
When I make a lowpoly for cars, or organic hard surface type things, I find retopolizing over my sub-d model to be the best approach. I get a better match to my high res, and I can save a bunch of triangles by optimizing while I am doing it.
When I make like rocks, rubble, or banged up assets than decimation master is awesome. It will give you 90% of what you need and all you have to do is a little clean up.
This is all my workflow opinion, so don't take it as a fact, but it works well for me.
I myself when I model cars, I do the lowpoly along with my hipoly, but the last car I've modeled was a long time ago, now I do Buildings and rocks and for those I've found that Decimation Master gives me everything I need, with a bit of cleanup I have the pieces I need to build my asset !
I really want to see other users sharing their workflows and opinions on this subject !
Thank you
I am using ZRemesher and Decimation Master, too. But sometimes it's not working that way you want it, then I retopo it with ZSphere retopo inside ZBrush. Sometimes I try 3D Coats retopo stuff.
Well I would always go with the fastest way. So if DM is working for your stuff and you just need to clean up a bit, sure use it.