Hi guys,
I've been working in the gaming industry for quite a while and I would like to discover a bit more the VFX / movie world. I looked for tutorials and stuff but I still have a few questions.
What would be a classic pipleine for a high-quality assets ?
Do you still use a Low-poly and High poly mesh and then use a normal map ?
When rendering in Maya, do you render with subdiv preview on or do you bake the smoothing and then Unwrap.
Thanks,
izzir
Replies
A lot of hard surface assets are pure polygon modeling with dense topology and render-time subdivision.
The modeling workflow isn't all that different considering where real-time is at these days. The biggest difference lies in the texturing/shading work where(depending on the asset, of course) 100's of masks might be used in a multi-layered/blended shader. Procedurals are used a lot, and uvs are spread out across 50+ 8K udims, for example.