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next step from from zbrush concept sculpt to game model? (TITLE CHANGE....)

cgdobrev
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cgdobrev polycounter lvl 6
should I just start retopologizing? theres a ton of detail there. should I I build it in low poly pieces or as one whole low poly mesh?


model
https://plus.google.com/+ChristianDobrev/posts/fVo1xaAA546

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  • Anchang-Style
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    Anchang-Style polycounter lvl 7
    It's really hard to say what iam actually looking at.
    The question for Multible or one is: is itactually build out of one? If you try to combine all into one single mesh you will end up with issues baking stuff down (since you can't explode your mesh).
    But then again some more information would help as to what this actually is and why the mesh looks so effed up. Did you try to subdivide the decimated mesh?
  • cgdobrev
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    cgdobrev polycounter lvl 6
    I posted a sketchfab model. please take a look.
  • [Deleted User]
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    [Deleted User] insane polycounter
    The user and all related content has been deleted.
  • cgdobrev
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    cgdobrev polycounter lvl 6
    its  a burnt wood effigy of a battlecruiser. that's what my sister said too. I am painting it in black and white just to get an idea of the different parts.

    if its a giant battlecruiser vehicle spaceship, Should I make all the armor panels their own pieces, or make it one mesh?
  • cgdobrev
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    cgdobrev polycounter lvl 6
    JoshuaG said:
    I suggest you should go back to the fundamentals of game art and learn how to make a high poly cube, make a low poly cube then unwrap it, make a cage, then bake the high onto the low.

    I'm trying to figure out if I should make it into pieces or as one whole mesh. Pieces seem more versatile, and the panels and such can be moved and modified individually. It would lose baking information that I would have to paint back in, but that's fine.

    This is like a clay sculpture reference model of what the ship might look like. Now I'm not sure what the best low poly modelling step is.

    I could take it into maya and block in the pieces with cubes and what not. Or I could retopoligize with the modelling tool kit, for example. I'm just wondering what you guys would do. My first hunch, now thjat I think about it, is block it in with cubes and simple shapes...
  • Chimp
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    Chimp interpolator
    tuts ma barrah
  • cgdobrev
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    cgdobrev polycounter lvl 6
    Updated the sketchfab model with better uvs. Hopefully you can see the details I am going for. I will start blocking it in in maya.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    It still looks like a burnt wood effigy, unfortunately.  How do you define what a highpoly model is, Christian?  We may be misunderstanding your workkflow.
  • cgdobrev
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    cgdobrev polycounter lvl 6
    It still looks like a burnt wood effigy, unfortunately.  How do you define what a highpoly model is, Christian?  We may be misunderstanding your workkflow.
    You are right. I am miscommunicating. Getting a low poly mesh out of a hi poly mesh would be relatively easy. I would just retopo then bake normals and textures, etc.

    I guess what I am really asking.... is how to get the detail out of my zbrush sculpt into hard surfaces. I've never really done it  The sculpt itself has the panels and such painted on it. I would like to now build these details with pieces. So what I am doing is retopolizing in maya and blocking in the details such as the armor panels and such with separate pieces.

    here is an older version which actually has clearer textures for some reason. I draw dark areas where things go in wards, and white areas that pop out. So basically each white area will be its own panel or piece, if that all makes sence. I will extrude them then separate the pieces, or block them in with cubes.....

    does that make sense? sorry, I usually don't ask for help, clearly, which is why I am bad at it, lol.

    nice folio, btw.

    model
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