Although Arrimus is a great modeler, he doesn't model using a realistic game asset production workflow. He needlessly obsesses over quads. Whilst it's good practice it perpetuates the 'all-quad' myth that's been around as long as sub-d modeling and I'm always surprised at the amount of newer modelers who are still having this mantra drilled into them by dodgy '3d professors'.
I've seen only a few Arrimus3D's videos, so I am not sure he spreads the 'all-quad' myth.
Anyway his video regarding sub-d topology can be very useful, especially for newer modeler, and I think it will be good to know for them how to make a 'perfect' sub-d topology.
Sub-d modeling is still widely used in a production workflows. Of course 'all-quad' or not it is up to modeler.
Yes, of course sub-d modeilng is still widely used. It's been THE backbone of modeling for 20-odd years. What I mean is that for a game asset pipeline the sub-d mesh is solely for baking purposes and nothing else. A mesh that is subdivided automatically gets converted to quads: 3x4=12/5x4=20/6x4=24/etc. The surface shading quality is what counts, not the topology.
Whereas off-line rendered assets for indoor studio shots such as class A surface'd objects like cars for example, is when an optimised topology would be crucial too finalise a high quality outcome.
Hard surface can come from ZBrush, Moi3D, Fusion360, Maya, Max, Blender etc. It's just you may have to re-topologize it afterward for production ready depending where the hard surface originated from. I think a mix of a CAD program and ZBrush should be enough for hard surface, and organic you have ZBrush.
Replies
Also see our wiki
http://wiki.polycount.com/wiki/Topology
and
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
https://www.google.com/amp/s/www.ebalstudios.com/blog/polygon-modeling-basics?format=amp
https://www.youtube.com/watch?v=CpSAG85Rsk0&list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC&index=15
Indeed.
Whereas off-line rendered assets for indoor studio shots such as class A surface'd objects like cars for example, is when an optimised topology would be crucial too finalise a high quality outcome.
https://www.ebalstudios.com/blog/modeling-cars-polygons