I have been looking at the Making of the giant tutorial. I was looking for different work flows on how to make characters and I was wounding if this work flow was typical in the industry.
here is the work flow.
the bit that I am confused about is the uvmapping after the zbrush stuff.
can anyone unconfuse me
Replies
I personally only unwrap my lo-poly mesh (pretty much the worflow you mentioned in your first post).
-caseyjones
After about 4-5 models (especially bipedal humanoids) you have a pretty good idea how to properly topo joints. Its perfectly fine to UV and do materials then rig.
Also sometimes when you get into doing the materials you find out you need some extra definition or detail. Which means you'll probably need to re-rig. Keeping the rigging at the end, will give you more flexibility to add changes.
thanks again guys.
Ash
when I put rigging in there I meant it in the most basic sense. It was a very basic rig just to get the character out of the modeling pose. Its by no means a rig to use for animation.
The maps were still baked using the tposed mesh, not the posed one. The textures were still painted using the Tposed mesh too.
I usually just rig the character and save that file for use at the end but it definetely doesnt have to be in that order. If anything it was in that order just to get it over and done with because my rigging ability is arse. Autodesk just asked me to write out everystep I took in the making of the model, but its not really supposed to be a tutorial on how it should be done
Ash
yeah, uvs don't matter whatsoever on your high poly mesh only the one you bake your normals to]vBulletin[/quote]
Sorry this has been bugging forever. I keep hearing people saying they create a low res version after they finished the high res version. How is that possible? Don't you need the UV's from the high res to match the low res model? If you create a new low res model doesn't that alter the normal map on the high res?
Can someone explain that please. Because I usually UV my model first then take it to Z Brush and then use Z Mapper to generate a normal map. But I don't want to do that, I want to work on the high res then make a low res version, but then how do I bake the normal map without messing up the high res? I know I have to create a low res model and then UV it. But then how do I generate the high res with no UV's to the low res with new UV's?
I got the export a good high res out and start building my low res. But does that mean I start to delete edges and reduce my polycount from the exported high res or does that mean start a new mesh completely from scratch over the exported high res?
Thanks Vailias much appreciated.
So to elaborate , all you really need is a low polygon mesh with UV's and then you bake the normal map from the high res (no UV's) to the low res model.
Thanks for clearing that up I always wondered what people meant by building a low res mesh.
I want to change my workflow that is why I am asking. I rather jump to the high res since starting with a low res takes me too long.