Hello, people. I'm currently developing my hardsurface portfolio, and wanted to add some environment models ie buildings.
And some of the models I blocked them out in Maya and Uv unwrapped them before sending them to Zbrush to sculpt them. Then export displacement and normal maps back to Maya to render.
I don't really like this workflow, and I have not idea what the workflow being used in vfx houses are.
What is the workflow for sculpted buildings in vfx?
Thanks.
Replies
They use what ever workflow works best for the show and shot. Scans, Highres objects, displacement, proxies, projections, USD, mate,. Noone cares if someone likes a workflow or nor. You have todo what the supvervisor says. :d
There is no rule.
I see. Meaning all I've got to show in my portfolio is that I can sculpt and uv unwrap, since those are the skills that triumph.
If you go for vfx you should show that you can replicate real world assets. Take some images and replicate the asset in 3d. Thats the skill they need.
Even if you do fictional stuff in the end they see you have the eye and accuracy to do creazy real and detailed stuff.