Hi guys, i'm totally newbie in the path, i'm following a vfx school and planning to aim at working for TV/film...but have some confusing about workflow between game and film, especially in modelling
....In my knowledge ( plz correct me if i'm wrong ): modelling for games tend to work with low-poly model (animation, realtime-render,etc...) and use only high model for baking normal and other maps, but i heard some said that in film industry, they use high-poly model to get super realitic result...so:
1-how people can pant texture and material in high-poly model, i mean millions polygons, they use some special techniques, softwares ? or it's only the problem of hardwares power ? (my pc crash when i try some layers with substance painter in 1 million poly ship)
2-how high-poly model be used in rigging and animation film progress cause my teacher said that animator only work on low-poly model (though he didnt say clearly how many mean "low").
i'm very glad if someone can give me some idea about it
Replies
The two main differences are for games you bake normalmaps and for film you bake displacements.
And in games you use two or three textures sets per asset and for film those can go into the hundreds.
But for both you need to create a highpoly mesh and one for animation/ingame.
Adn you dont paint on the highpoly. You use your anim mesh todo so.
Games engine are much more limited what they support for rigging.
https://www.youtube.com/watch?v=8aeMreixkE4
Film rigs are complex beasts with thousands of blendshapes and all kind off custom solvers. Muscle and fat deformations.
https://zivadynamics.com/ziva-vfx
But even here games are coming closer.
For example God of War and other games are using PoseSpace Deformers and hundres of Blendshapes.
https://youtu.be/_OuCrbwEJW4
https://www.artstation.com/artwork/AOO4N
above links should be able to give you and illustrated idea on both games and vfx/ film industry.
One major difference between games and movies is tris vs quads. For games tris,ngons, quad all acceptable since it all gets triangulated in game engine unless its specific deformation requirement where you need quads for animation such as mouth area on characters for games.
For movies/tvc its 99% all quads workflow plus its a good practice generally for 3d modelling.