The current project I am doing will require some SubD, hard edge, modeling. I was going to just -go- for it, model the crap out of it, add some details in Mudbox, and then use PolyCrunch to distill a LowPoly out of it.
But, some say this is wrong (though they have fundamentally said why).
So then were do -you- all get your Low Polys from?
Do you build them first, preserve them, and then add details to them to get your High?
Or do you (and please say "no" as this would drive me nuts) Go from your High and build a Low -over- it, hoping the topography matches up well; if so, how do you keep from punching yourself in the balls while doing it this way?
Do these different methodologies matter at all? So long as it -looks- good and has an acceptable count, in the end.
Replies
Topogun!!!
I do both, normally high to low with low being a deconstructed version of the sub-d cage (ie remove loops, optimised by hand etc) but I've done low to high before now, and even UV to modelling so it is what it is
1.Model High Poly
2. Model Low Poly - Clone high poly mesh and remove excess loops, add bevels/adjust geometry in preparation for baking.
3. Unwrap low poly
4. Bake Maps
For Characters it usually goes like this:
1. Base mesh in Max
2. Sculpt Base Mesh in ZBrush
3. Export Sculpt and Retopologize in Topogun (create a new mesh by creating faces over the high poly in Topogun / Retopo Tools Max plugin)
4. Import retopologized mesh into Max.
5. Unwrap / Bake.
I notice your website's Twitter feed says you are watching the Old Damaged Pillar DVD... while it's a great DVD, I'd ignore the bit about Polycrunching the mesh to create the low poly. Generally that's not a recommended workflow and seen as a bit lazy. It's acceptable in that case because it's a pillar and doesn't require precise texture placement when working with the UVs, which would otherwise be pretty tricky with a Polycrunched mesh.
Restrict your use of Polycrunch to smaller assets where it seems excessive to build a complex low poly... rocks, sheets of cloth etc etc.
Exactly my workflow. (Keep in mind though, I use this for environment pieces, not sure about chars)
Yes, the pillar DVD is great, if anything, you learn great little tricks with it.
I agre that Polycrunch shouldnt be used on most assets, but on more organic assets like that destroyed pillar, is ok I'd say.
http://area.autodesk.com/tutorials/street_cop_workflow_by_mashru_mishu
You'll probably need to register to get access tho.
You put your hi poly in the background, then lay out new topology over it. Poly by poly. With good retopology tools it's a breeze.
I generally only do this for character modeling.
For complex meshes I'll usually rough out a very basic (boxes/spheres/cylinders) mesh that aproximates the mass so that I can get an idea for what the proportions are, then I'll start making all the high poly pieces and mash that shit together.
Once its done, I build a low poly cage around it, with a combination of edge-extrusion modeling, snap to vertex, and a home-grown tool we've got here.