Hi all,
I've been busy sculpting Kid Buu (Dragon Ball Z) in Zbrush with the goal of creating a film ready model. I am unsure as to what the workflow would be for a film character.
I understand that for films the polycount can be pretty high and some people have mentioned that you don't need to retop to create a low poly. How would I unwrap such a high poly model though?
Thanking you in advance.
Replies
Because it's for film you could try using Ptex, which comes it's own caveats but would skip the unwrapping process entirely, if you have 3dcoat I'd give it a shot. edit: oh and make sure Ptex is actually supported by your renderer first.
Displacement(and other maps) maps are often painted to the finished organised mesh in Mari.(as opposed to derived from sculpted detail.) and Render time subdivisision used.
Topo is dense in comparison to a game character but certainly not anywhere near a sculpt mesh density. Topo is built to accommodate complex rigging systems.
Retopo is unnecessary as the organised mesh is the final asset topo.
Shading and the use of many, many procedural/painted maps and masks driving multi-layered blended shaders is a huge part of the workflow.
Of course this is dependent on the pipeline.
Gollum topo is still often used as an example of vfx topo.
http://www.youtube.com/watch?v=r45e5Xky35k