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Pipeline, modeling a highend game character

I would like to ask you people a hard to answer question.
How is your pipeline when modeling a highend game character?

I think that commonly, you first do a high density model then a low poly and then work all the maps (normal, specular, diffuse...)

For example:

1st You model the standard overall shape (3d Package)
2nd Work the high density one with Zbrush (3d paint package)
3rd Create the final low-poly mesh (ready for game engine)on top of the high-poly. (3d Package)
4th Create the UV maps on yout low poly model (3d PAckage)
5th Extract the normals, shadow and extra maps (2d extract program)
6th Paint diffuse and specular (2d Paint package)

3d Package(Maya, XSI, 3d Max.. and the kind)
3d Paint (ZBrush, Mudbox.. and the kind)
2d Paint (Photoshop, PAinter and the kind)
2d extract program (Xnormal, melody and the kind)

Even if this 6 steps are right. I still want to heard your aproach. What is your own personal experience about it.
More steps, tips, workarounds? Thanks in advance.

Im most confused on when do you have to had you UVs ready and when do you work the low-poly`s topology flow.

Im about to do my first game character, so I want to be sure that this is the workflow, before I spend long time on something that dosnt work.

Replies

  • imurpet
    I start the low poly first,almost its done,unwrap UVs(maybe u need go back to check the UV coords again when you finish the hi poly),sculpt the proxy model(made from low poly),bake all the maps,texture.
  • ironbearxl
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    ironbearxl polycounter lvl 18
    Here's my process:

    Silo (2 beta):
    -block out the organic forms, add cuts to define the shape.
    -sculpt out the form.
    -sub-d model the mechanical parts.
    -Retop over the hipoly stuff, pull faces from the hipoly mesh's base to speed up the process.

    Blender (2.43 RC)
    -import the lowpoly and unwrap
    -import the hipoly for 3dpaint (auto-uv)

    Xnormal
    -bake normal/ao/diffuse

    $$$?
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