Hello fellow Polycounters
I have a question regarding workflow for High-Poly. I work in Maya. For my hardsurface models (i.e. a revolver) I use SubDivision by inserting edge loops to get to my high poly and those smooth edges. It can be a pain sometimes though.
Is this still the common workflow for studios? Or what's the most effective way in your opinion to get the high poly? For example, Modo has the rounded edge shader. It feels like cheating...but in the end, if it's more efficient I guess that's the way to go.
What is your prefered way?
Thank you for sharing and have a good one
Replies
But I will use and am encouraged to use whatever technique gets the job done and enjoy myself while doing it.
That being said if I had to break it down to a % I use sub-D for about 90% of my assets, but for that last 10% I will use anything from round edge, zbrush to straight up beveling.
Just be weary the more complicated you make the asset using non sub-d methods the trickier the rest of the pipeline gets, especially the retopo stage. I guess round edge would be an exception to this, although I believe i've heard Tor Frick say sometimes this isn't the case, don't quote me on that tho.
With sub-d, removing supporting edge loops is as simple as using a one-button script.
In short, use whatever approach yields the best results for you, just be wary of the pros and cons of each workflow and switch it up accordingly, I don't believe it's as simple as just sticking to one workflow for 100% of your assets.