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Low to High or High to Low for Environment art? 3D

Irraka
polycounter lvl 7
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Irraka polycounter lvl 7
Hey guys I was wondering what everyone prefers to do when they create Environment art. This is just a general question do you guys usually create a low poly model and then a high poly to bake onto with Zbrush? Or do you start in Zbrush and use some rertopo program? Thanks!

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  • Alex_J
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    Alex_J grand marshal polycounter
    Lo-to-hi is easier if you know what you are gonna be creating. Like you got a concept or it's something you've done before. Saves time with retopo is the main benefit, but overall more efficient as clean topo requires less subidividing to get your details.

    Blockout in zbrush with dynamesh or sculptris is better if you will be making up some stuff as you work. Concepting. Still, at the point you got your forms absolutely locked in, it's useful to zremesher and go back to a subdivision-level workflow so you aren't working with unnecessarily hi polycount. 

    That's my experience anyway.
  • sprunghunt
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    sprunghunt polycounter
    It depends on what I'm making.

    If I make a organic prop - like a rock or treetrunk - I'll just start in zbrush. 

    But if I'm making something mechanical like a piece of machinery I'll usually start in Maya with a basic lowpoly mesh. 
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