Hi all,
I'm somewhat familiar with most methods of generating low pollies from highs, but I'm curious as to what is considered acceptable or not in some situations. For example, I'm currently creating a tree in zbrush that is very organic with flowing roots and so forth (similar to
http://www.wyred4sound.com/uploads/74030/images/140877/tree_roots.jpg). Is it okay just to polycrunch this in meshlab for the low poly, or should I manually retopologise in zbrush/max?
I guess it's obviously preferred for cleanliness, to manually do it, however in the industry wouldn't it be better to get a similar result and do it much faster by just crunching it? I'm creating this tree for my portfolio, which is the main reason I ask, and I feel I should do it however is considered more appropriate.
I believe to manually do it will take me a very long time that could be deemed unnecessary, but I'd like to hear your guys opinions. Thanks!
Replies
In many cases, I just use decimation myself (for rocks mostly), for a tree the result could be kind of ugly on the actual tree trunk, so I'd be careful, but test and see what works best really. Retopology shouldn't be a very long process if you have the right tools otherwise.
Im a noob so i cant help you further <_< good luck