Hi guys,
I think this may be my first post to Polycount ever. I'm trying to bridge the gap between 2D concept art into 3D so I'm struggling with the learning curve as I graduate into texturing.
I have learned tons about modeling hi detail in ZBrush. I learned how to retopologize in ZBrush into lo poly models but then realized I need to bring it into something like Maya (full spectrum 3D program) to create normals maps, texture maps, create actual renders, etc...so I learned retopology in Maya as well. But I'm stuck now....
The characters and hard surface models I tend to make have items coming off them that either present a nightmare for low poly and unwrapping like pipe frame off a submarine or the protruding belt loops off a character's trousers. Do I try to work belt loops and shoelaces into a low poly model? Don't such fine protrusions completely go AGAINST the whole point of creating a lo poly model in the first place?
*** Below I have placed a link to a video I just uploaded to YouTube showing my hi poly submarine model with steel frames and antennae sticking out so you guys have a better idea of what I intend. Oh...and these are for game assets.
https://youtu.be/0cjslH91zoQ
Replies
Are you planning to make a game where belt loops play a vital role and take up quite a bit of screen space? Than you probably want to model them. If your character is seen only from far away, you would probably not model it at all and just add the whole belt into the texture.
On the submarine, just model the safety frame, don't "bridge" that gap.
They can all be attached together into a single low poly object and all fit on the same UV as well even if they are just intersecting pieces of separate geo.
In fact, I had dismissed even the notion that such a reverse workflow was legit. You see, this is a good case for the argument of going to art school. You always hear "Oh you can learn everything you need on the web". The problem is, one has no way of knowing what one needs to filter out the 'less qualified' (for lack of a better term) of the massive sea of information on the web.
Again, thank you!
Jonathan Acosta
https://www.artstation.com/jacosta
Can I ask you another related question?
I am doing character modeling with the mindset of maximizing their use for multiple future uses, from static models for concept paintings to possible use for future deformations for posing or possibly even rigging for animation (as a higher goal), just to appeal to companies hiring concept artists. Currently building sitting male pilot just to design seat, cockpits and ships around.
I have found that based on my preferred workflow, it does not help me to build lo poly models where new edge loops added at the feet (for example) travel all the way up the trunk and to the head, thereby unnecessarily complicating facial edge flow in face. Same issue goes from left side to right side. So I'm thinking of pursuing low poly foundations where head and limbs have self contained edge loops and edge flow that end where they connect to the trunk. I figure this might hamper seamless texturing at the joints a bit but it will help me immensely in detaching and replacing entire limbs and heads on-the-fly, plus speed up working on limbs separately rather than on entire new bodies every time.
My question is:
Would you say that approaching character modeling on a 6-detachable-part approach (2 arms, 2 legs, 1 trunk, 1 head) to later be unified in an engine or in film animation a bad workflow mindset? I'm trying to save a huge chunk of time by working from a modular mindset to speed up my process. Would this be considered a taboo approach?