Homeβ€Ί Technical Talk

VFX Shot Workflow

Noro
polycounter lvl 5
Offline / Send Message
Noro polycounter lvl 5

Hello everyone ! I'm currently working a vfx diorama, remaking a building in paris with vray. (the overall look is there (pic 2))

I would like to have some advices before going too deep into problems.


I'm thinking about limits and ideal workflow for making it : The pipe i wanna use -> block out 3ds max -> chiseling in zbrush -> back to 3ds for uving with udims -> substance for generating masks for my vray blends.

What bother me is the detailing of surfaces (pic 01, and the accessibility of thoses for texturing (and baking curvature correctly). I don't want to use displacement due of short deadlines.

I'm thinking of using decimation master by i'm not sure of the result for uving & baking and the weight of the scene even if i try to decimate the right amount of polygons, to not have a messy blob (olivier vernay's work is a great exemple of what would be expected for my current work https://www.artstation.com/artwork/8nyPq). The other way would be to send a nice even topo to zbrush and use sculptris with booleans to have decimation only on chiseled /bumpy parts.

Maybe i would use some cloth with really low damping for peeling paint and adding variations

What would be the workflow you did use for it ?

Thanks for reading, and thanks in advance if someone have some propositions for me (hope my Explanations isn't that wrong, pls tell me if something isn't clear)




Sign In or Register to comment.