Hey guys, I'm wondering what's the desired and/or prefered by most of you workflow when it comes to creating 3D assets for games?
First of all, do you start with high poly model and then make a low poly out of it or the other way around?
Second question, what about the pipeline? What software and in which order do you use to get the final asset?
So far I've spent majority of my time learning 3DS max and got pretty decent at it, I learned to create various objects, some more advanced and some more basic, but I've got a good hang of it. I've made things like Viking Ships, Houses, Blacksmith huts etc. but when it comes to making "the next step" i just move on to the next thing.
I did some tutorials on substance painter and zbrush and have some REALLY BASIC knowledge in it, but I can't really apply it to my personal projects to make a full asset.
My current workflow is:
-make a low poly prop
-turn it into high poly, mostly by adding a combination of chamfer+turbosmooth modifiers and adding some floating objects and details into the high poly mesh
-Most of the time I do the unwrapping aswell and export it
-Bake in substance painter
and thats it
I fail miserably at texturing and dont even try to incorporate ZBrush into my workflow(which I would really like to).
Kinda drifted from the original question but yeah, anyway, what is the workflow that will benefit me the most in the future when(or rather if) I get a job in the industry some day in the future?
Replies
In this page perna talks about that, and show some examples: https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking/p88
And and long and juicy write about the workflow, specific for weapons but a lot of it can be used for everything. http://piratportfolio.com/fpp_eng/
That's what i am finding the hardesd so far to be honest, deciding how much details to use etc.
low/med-res blockout - in game, properly, with all the required functionality so you can see how it's used
highres
lowres - carefully considering LODs
an unfortunate number of people follow this methodology:
spend ages on a highres
spend ages on the lowres
realise it's the wrong size
redo highres in a half arsed fashion
redo lowres in half arsed fashion
do LODs in half arsed fashion because you're behind schedule
have crap performance that nobody can fix
regret not blocking it out first
learn nothing
repeat
The key to low-res modelling is building in the exact amount of detail you need - you can't tell what that is until the asset is used in game.