is it better to work your way up to the high poly mesh from a low one, build the high poly first, or should I skip that and just use a program like Zbrush?
It works either way, and there are advantages to both.
In my little experience, I've found it works pretty well for me to at least tweak an existing basemesh of yours before you start sculpting, to make the process a little easier, but I still have to remodel my lowpoly to fit the highpoly's forms, and better optimize (since, naturally, my base is all quads.) But I've only ever done one model this way, and I'm running into a good deal of problems with it still, so it may not be the best way to proceed.
Build low poly sculpting mesh. Arshlevon has a great base mesh that you can quickly modify for "normal" humans. The focus here is on distribution of detail so you can subdivide it to get good sculpting results without going nuts.
Sculpt in zbrush/mudbox
Export to Max and finish off hard surface parts of model
Model low poly cage to fit the high poly
Bake!
Add additional detail in PS with Crazybump
For environment props:
I work like Ghostscape with one exception I make a good middleware mesh that centers around good mesh flow and uses very little tris. My Final low poly mesh is often made of entirely tris and shaves as many polys as it can. The middleware mesh is broken into chunks that can be detailed on their own. Such as an arm, the feet, the head. That way I am able to really turn up the Sub-D on certain areas. On the middleware mesh I also pre-Sub-D some areas before exporting to a sculpting app, areas I know I will be working on fine details like around the eyes, shoe laces, folds around button holes ect... In both Zbrush and Mudbox you can create selections and Sub-D just those areas but I just do it ahead of time, saves me a little time.
I would also suggest staying away from importing a base mesh that is devoid of detail, then Sub-D'ing the entire mesh and trying to make your details. Thats all fine and good for messing around and learning but hardly plays to the strengths of the apps. If you have pouches on a belt, model that ahead of time and use the sculpting app to detail it. You're just going to get a oddly connected pouch or spend too much time making it not look that way.
thanks for the help, I model differently when I am making a low poly model versus a High one. I always thought it was tedious and a little waste of time to build a high poly just for a normal map, I like the middle road build a somewhat detailed mesh then finish it up in Zbrush or mudbox.
I think as long as you keep in mind how subdividing a model works on geometry works you'll get good results... By that I mean, when you place edges close together you get more detail in those areas vs the areas that have large polys. Basically put the detail where you need it so when you smooth you don't have to waste memory with an extra heavy mesh by having to divide it extra times. Just be careful since if you put to many edges it can be just as bad. Also some 3D programs handle millions of polys better than others. For example Max 8 doesn't do such a good job but XSI 6 does a great job at it. By that I'm getting at learn what your 3D app can handle in terms of polygons for one model, because if the applications slows down to a crawl dealing with your normal mapping will be a bitch.
Also on the issue of tris vs quads, the easiest way I found for organic characters to not have any tris without any effort is to start with a cube for example and subdivide it. If in max you leave show end result go down the stack to epoly and extrude out all the limbs and what not. I looks like mush at first but then it starts to look good. Later.
Replies
In my little experience, I've found it works pretty well for me to at least tweak an existing basemesh of yours before you start sculpting, to make the process a little easier, but I still have to remodel my lowpoly to fit the highpoly's forms, and better optimize (since, naturally, my base is all quads.) But I've only ever done one model this way, and I'm running into a good deal of problems with it still, so it may not be the best way to proceed.
Build low poly sculpting mesh. Arshlevon has a great base mesh that you can quickly modify for "normal" humans. The focus here is on distribution of detail so you can subdivide it to get good sculpting results without going nuts.
Sculpt in zbrush/mudbox
Export to Max and finish off hard surface parts of model
Model low poly cage to fit the high poly
Bake!
Add additional detail in PS with Crazybump
For environment props:
make high poly base
make low poly cage
BAKE
Add additional detail in PS with Crazybump
I would also suggest staying away from importing a base mesh that is devoid of detail, then Sub-D'ing the entire mesh and trying to make your details. Thats all fine and good for messing around and learning but hardly plays to the strengths of the apps. If you have pouches on a belt, model that ahead of time and use the sculpting app to detail it. You're just going to get a oddly connected pouch or spend too much time making it not look that way.
Also on the issue of tris vs quads, the easiest way I found for organic characters to not have any tris without any effort is to start with a cube for example and subdivide it. If in max you leave show end result go down the stack to epoly and extrude out all the limbs and what not. I looks like mush at first but then it starts to look good. Later.
Alex