Something I always find myself doing tediously before exporting something to mudbox is trying to get as even a quad flow as I can, so I don't have really streched polygons that won't sculpt properly.
I usually do this by hand just adding loops where I think it's needed but because I don't use sculpting apps all the time, I've been wondering is there a quicker workflow for this?
Maybe it's really obvious and I'm just not seeing it lol :poly127:
Replies
-After, bring that into mudbox. No need to unwrap. That way, you are sure the polyflow is fine.
- Sculpt you object in mudbox from start to finish.
-Once the high poly is done, remodel on top of the high poly. That way, you are not limited to your low poly model when you are sculpting, and 2nd, you avoid needing to meticulously make your edge loops perfectly spaced.
Tools that can help you retopologize are programs like topogun. You can always try it in max with a lower rez version of your high poly (you don't want to bring in a 4 million poly head into max) and model over the high poly in max. Once that is done, unwrap the low poly and bake!
Hope this helped a little!
How simple is simple? Do you not need to add edges to those you want to reinforce and keep somewhat hard? And if I add beveled/chamfered edges, do I need to add edge loops throughout the mesh to keep the spacing consistent?
This is a base of a small stone shrine, VERY simple now, and am just in the middle of chamfering the edges I want to keep somewhat sharp (lest they collapse into a ball in Mudbox). I guess my question is, do I need to add more loops throughout to keep the spacing even.
http://nfollmer.weebly.com/walltutorialp1.html
Basically, don't use edge loops like this because you're going to give yourself a headache. Get the basic shape down, add loops so all your faces look like squares, crease all the edges, and turbosmooth enough that your edges will stay somewhat sharp.
I think I get the gist of your tutorial, though. Thanks, Darth. Just let the turbosmooth add all those loops to keep your model from getting too rounded in Mudbox. And no need to spend all my time beveling edges I don't need beveled in my final mesh?
I'll have to try some of the retopo methods, I haven't really tried that type of workflow before
So here's that model, I've gone back and taken out all of the bevels, including the ones I built in with my original extrusions.
So, Darth, what you're saying is I now need to go in and add edgeloops so that they are all evenly spaced. In other words, they would all need to be about the same distance apart as the height of the little "shelves" I have in the legs? Correct?
I've never done any re-topo either. If possible, I'd rather get it right going into Mudbox. But I could see how some sculpting would require re-topo no matter what.
EDIT: I need to stop leaving pages open for so long lol before replying!
Edit: Was about to try to assign that to alt-shift-D, but the option box doesn't have a slot for a hotkey.
1. I'm wondering if I should make the ends I'm closing farther underneath (and closer to the legs).
2. Should I subdivide the quads in the middle of the bottom side of the table? Or does that not matter since it won't be seen? This thing is only about 2.5ft tall.
3. Are the stretched quads making up the vertical sides of those shelves in the legs okay? Seems cutting them would just make the ones around them imbalanced.
Thanks again for the help!
My meshes are still generally square plys, but I would for example add more detail where I was going to sculpt the ears. I just find this easier and it suits the way I work
I think its best to carefully build up a library of generic meshes particularly for human heads then you can just start from a semi finished model.
Obviously, I would like to retain the separation between the stones in the leg, but then, my final low-poly won't have that separation.
Anyone care to advise?
Here's a sketch of my intentions with this thing ...
I'm also not sure what's going on in the upper right corner? It looks like there are some extra polys in there that don't need to be?
Also on the left side it looks like you have some loops terminating in the middle of some quads, you probably have triangles there. You should run a non-quad finder script to identify and fix any polys that have less than 4 edges. Polyboost/graphite modeling tools has this, so does Illusion Catalyst and there are other scripts specifically written for this like Monsters Who's my Quad
@Neox - Because I was going to place it as one piece, and I didn't want any identical pieces (Say, model and sculpt the leg once and duplicate). Can you tell me how you would do it?
make the high with as many pieces as you want, you can join them all together later, create the low around it.
I'm not really sure why you would want your low joined together either, they can be separate elements but one object.
So, this is interesting. This is a small object made of exactly 17 "rocks". Am I reading you right that you and Neox would model it as 17 individual rocks?
And what about the actual UVs and textures? At what point do you do that? I was going to add textures to the whole thing in Mudbox after sculpting the shapes. When does that come in when it's all in little pieces?
I haven't been doing this stuff long enough to be married to any way of doing anything, I just want to learn (and use) the methods that are going to get me the best look with the least headaches! So please let me know more specifically how you would approach it an I'll give it a go. Thanks again.
http://dl.dropbox.com/u/1306131/StonesBaseMesh.obj
Yep you're right separate pieces but combined to the same object, not necessarily conjoined. They don't really need to be combined to the same object depending on the sculpting app you might want them all as separate objects but share the same pivot point so they're easy to align.
The work flow I would use is:
- Base mesh (not going to be your final low poly, just needs to sub-d well)
- High poly sculpt (go crazy)
- Build the final low poly mesh (could be an optimized version of your base, but normally I export a lower level out of the sculpting app and build over the top of it)
- Unwrap.
- Bake diffuse, normal and AO maps.
- Finish the materials and export to whatever engine.
The high it might need to be unwrapped, in order to paint textures in mudbox? This probably doesn't need to happen but if it does don't worry about making the UV's perfect for the high they just need to be functional. The only unwrap that will really matter in the end is the unwrap on the final low object. You might not even need the high unwrapped at all... but you'll have to check into that.
I've never really painted my diffuse in the sculpting app that way, but you can bake a diffuse just like you would bake a normal map.
Okay - I didn't even know you could work this way in Mudbox. So I'm not bringing each rock into Mudbox one at a time -- at first, I thought that's what you guys were saying. (and I was puzzled)
And for something like this, I'm thinking that creating the low-poly as a cage around the high-poly would make more sense than exporting out a low version from Mudbox.
Sorry, drinking coffee furiously, but feeling a little dense this morn.
ah and aredub3d, i'd do it just the way vig suggested
I'm just a picky bastard i guess haha. I always hated seeing the edges with super crisp details (I have to get over the whole "that won't bake out anyway" and just live with the details that will).
Oh, and Vig, this is number 4 :P