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How do i get the Traingulated Mesh character design like deus ex mankind divided Using Zbursh?

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avikbellic911 polycounter lvl 4
Hello this will be my first post, Hope i get some reply

i have a question about certain Character modeling workflow in zbursh that i am very curious about.
You may have seen this part of Deus ex mankind divided where some characters Triangulate their mesh.....so
I wanted to ask if i wanted to achieve such a goal on my character with for example using Only zbrush would i be using Nanomesh,insertmesh or simply alphas?
The Dynamesh Sculpting/masking extract method i wanna avoid cause i wanna make it as low poly as possible.
i would like to know your worklow ideas on this....
and yes i dont intend to still image render so a proper topology workflow suggestion would be great....

This Gif Image will be more apparent to get the idea of wat i mean.



I really am curious on this workflow if anyone can suggest me a tutorial i'd be really glad.

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  • avikbellic911
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    avikbellic911 polycounter lvl 4
    Update: it seems this workflow is very complex and i dont expect to get a reply anytime soon the workflow idea on this is majorly complex......but this is something really good if anyone can get by there's a good design idea in this which i really expect to learn.
  • Obscura
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    Obscura grand marshal polycounter
    Decimation master gives you a triangulated mesh. Its like 2 clicks.
  • cptSwing
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    cptSwing polycounter lvl 11
    I don't really.. what Zbrush workflows are you talking about exactly? I'd venture a guess these characters are hand-made, possibly working off an intentionally exaggerated optimized basemesh?
  • avikbellic911
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    avikbellic911 polycounter lvl 4
    cptSwing said:
    I don't really.. what Zbrush workflows are you talking about exactly? I'd venture a guess these characters are hand-made, possibly working off an intentionally exaggerated optimized basemesh?


    sorry my question was little vague: What i mean was using zbursh to model the high dense Triangulated armor set that you are looking at the .GIF
    ..but at same time i want a perfect topology.....My intention is to create the character solely with zbursh so if i want to make wat would be the best topology and tools to make a perfect workflow of this without loosing the quality and topology order...any idea on how to do this would be helpful.
  • AtticusMars
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    AtticusMars greentooth
    Update: it seems this workflow is very complex and i dont expect to get a reply anytime soon the workflow idea on this is majorly complex......but this is something really good if anyone can get by there's a good design idea in this which i really expect to learn.
    This is literally one of the simplest character meshes you can possibly make. Practically every character mesh from the Q3A era would look like this if you flatshaded it. You could do what Obscura suggested and just make a blobby mesh then decimate the hell out of it, or you can just model it normally in triangles.
  • avikbellic911
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    avikbellic911 polycounter lvl 4
    Obscura said:
    Decimation master gives you a triangulated mesh. Its like 2 clicks.
    i been suggested that and i intend to use it as the complexity goes its a good tool for this purpose,
    but i want to know the complete workflow with how the topology is to be created so it can be a game ready model.
  • avikbellic911
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    avikbellic911 polycounter lvl 4
    Update: it seems this workflow is very complex and i dont expect to get a reply anytime soon the workflow idea on this is majorly complex......but this is something really good if anyone can get by there's a good design idea in this which i really expect to learn.
    This is literally one of the simplest character meshes you can possibly make. Practically every character mesh from the Q3A era would look like this if you flatshaded it. You could do what Obscura suggested and just make a blobby mesh then decimate the hell out of it, or you can just model it normally in triangles.

    thanks for the suggestion i would try to see if i can achieve it as you all said, but also i want to rig it so will this hard decimation cause any problem in topology/rig later? not that i want all perfect in order but still i never tried something like this so i wanted to know. and really thanks for the suggestion.
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