Hello Polycount,
After we posted our art dump we had a lot of requests for info about our sculpting process.
I just finished a tutorial outlining the workflow I put in place. Hope you guys find this useful.
[ame]
https://www.youtube.com/watch?v=bepQk_GHAY4[/ame]
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I made the frame and sculpt plane in Maya the character is from Zbrush.
Greetings
I haven't used clusters in Maya before. It looks like the benefits of using them in this way, is that the meshes keep the transformations for tiling, right? I was trying to figure out if this was much superior to sculpting 5 bricks and duplicating around in Maya instead.
Also, this may sound dumb, but at the end of the video you were importing the different pattern layouts into Zbrush. How come you were stepping down to subdivision 4 each time, was that an essential thing to do?
Thanks for the video, it's great to see new, smart ways to speed up production!
The overlap workflow is just like blend shapes for characters. The overlap.obj and the pattern.obj are the same mesh/point order, but the vertices have different positions. In zbrush when I drop to subd 4 and import the pattern zbrush knows its the same mesh and loads in the new vertex positions. That's why it retains all the sculpting info.
If you want to note the subd level you exported with add it to the obj name.
test_sculpt_overlap_subd_4.obj
test_sculpt_pattern_a_subd_4.obj
test_sculpt_pattern_b_subd_4.obj
You also briefly mentioned polypaint, for The Order did you polypaint your bricks and export a diffuse? Will the polypaint be applied to new patterns when you import them?
After I released my Overlap Sculpt Workflow I received requests to demonstrate how I created the sculpt setup. Here you go!
Sculpt Setup:
[ame]https://www.youtube.com/watch?v=PC7LESzFHAk[/ame]