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What is your workflow, for developing 3D Assets,either Characters and Hard surface?

Boyani
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Boyani vertex
I would like to know you workflow, that you use on daily basis in your own projects or when working in a studio. I am still new at this, and i am not sure what kind of  workflow to adapt, or, if there is right one. 

Final question. Is there an order when creating texture maps? I know there many types of maps, are they are created in some order?

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  • RawData
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    RawData polycounter lvl 3
    I am a bit confused about this either. Till now i only worked for a mobile game project and i used that workflow; box blocking in blender then dyntopo base shapes, retopo it , sculpt it again for finer details, retopo for game-res, texturing in substance. That is a very creative way to work because of sculpting process. But i am not sure can i use zbrush for that process. Anybody use zbrush for daily jobs? For example a low poly workflow?
  • Mirbobo
    When working on texture maps you really should work on all of them at the same time to define the required material properties. Generally I go from big to small, defining the color, specular and roughness as a "base" and start detailing from there.
  • jaker3278
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    jaker3278 polycounter lvl 8
    Hi , 

    I would say i am a hard surface artist and i specialize in vehicles. My workflow is like this, Model the part in 3dsmax i make the low poly first and then clone it and do the highpoly version of it. If you dont know you use a low poly and high poly part to bake a normal map, which makes the low poly have the same normals as the high poly part. 

    So next i bake the normal map then once that is done, i am ready for texture painting in substance painter. This program works with the normal map you have first created. Or you can bake one in the program. 

    So in substance painter i work on the 3 maps you will need for realtime / game engine presentation. that is the Albedo, Metalness, Roughness. You will have to look at some examples to see what each of these maps should be or you can play inside substance painter and see what you like the most its up to you to create what you feel like. 

    That thats about it. Just present your work nicely in a program like Marmoset toolbag , which is a great program.
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