I'm different from a number of people over here, though. I find this workflow is much easier to build efficient meshes without waste and find it easier to adjust highpoly models instead of lowpoly models. I do mostly hard surface modeling, though. With organics it might be different.
Ghostscape isn't a freak, high to low for inorganic is the fastest way for me also. Snaps come in handy for knocking up low poly meshes around higher poly stuff.
For organics I do a mix depending on what is easiest for the project but normally that is the low > High > Low/tweak. Sometimes I even make a 4th mesh to use as a control cage for baking normal maps. I find this script/work flow pretty useful when I go high > Low. http://www.hyperent.com/Hyp-Tutorial-Cloth-002.php
Very simple base-> sculp it on Zbrush (with extract mesh and so on you can really avoid spending much time blocking the base) -> then retopology on Zbrush3 and bring both to max to tweak the lowpoly, i find quite difficult to get a perfect looking lowpoly model just by Zbrush retopology ->bake and paint.
[ QUOTE ]
Very simple base-> sculp it on Zbrush (with extract mesh and so on you can really avoid spending much time blocking the base) -> then retopology on Zbrush3 and bring both to max to tweak the lowpoly, i find quite difficult to get a perfect looking lowpoly model just by Zbrush retopology ->bake and paint.
[/ QUOTE ]
Holy shit does that script let you shrinkwrap a low poly cage to your high poly? Will it work for complicated, overlaid stuff made out of many objects in the high poly (like trying to shrink to a bunch of interpenetrating boxes with torii stuck in them or something else goofy)?
[ QUOTE ]
Holy shit does that script let you shrinkwrap a low poly cage to your high poly? Will it work for complicated, overlaid stuff made out of many objects in the high poly (like trying to shrink to a bunch of interpenetrating boxes with torii stuck in them or something else goofy)?
I need to play with that script.
[/ QUOTE ]I haven't tried it out on something like that, I've only used the script on organic things, tree trunks, arms, legs, torsos. I use snap to vertex for the inorganic stuff.
Replies
For some clients though, the order is mixed up and, like Psyk0...whatever they want
I'm different from a number of people over here, though. I find this workflow is much easier to build efficient meshes without waste and find it easier to adjust highpoly models instead of lowpoly models. I do mostly hard surface modeling, though. With organics it might be different.
For organics I do a mix depending on what is easiest for the project but normally that is the low > High > Low/tweak. Sometimes I even make a 4th mesh to use as a control cage for baking normal maps. I find this script/work flow pretty useful when I go high > Low.
http://www.hyperent.com/Hyp-Tutorial-Cloth-002.php
....I find this script/work flow pretty useful when I go high > Low.
http://www.hyperent.com/Hyp-Tutorial-Cloth-002.php
[/ QUOTE ]
VIG -
This Is Excelent script - looks cool.
Thanks for the link
Very simple base-> sculp it on Zbrush (with extract mesh and so on you can really avoid spending much time blocking the base) -> then retopology on Zbrush3 and bring both to max to tweak the lowpoly, i find quite difficult to get a perfect looking lowpoly model just by Zbrush retopology ->bake and paint.
[/ QUOTE ]
Holy shit does that script let you shrinkwrap a low poly cage to your high poly? Will it work for complicated, overlaid stuff made out of many objects in the high poly (like trying to shrink to a bunch of interpenetrating boxes with torii stuck in them or something else goofy)?
I need to play with that script.
Holy shit does that script let you shrinkwrap a low poly cage to your high poly? Will it work for complicated, overlaid stuff made out of many objects in the high poly (like trying to shrink to a bunch of interpenetrating boxes with torii stuck in them or something else goofy)?
I need to play with that script.
[/ QUOTE ]I haven't tried it out on something like that, I've only used the script on organic things, tree trunks, arms, legs, torsos. I use snap to vertex for the inorganic stuff.