Was just going through youtube to find modeling tut for 3dmax and I found this.This must be very hectic but does help when it comes to topology and getting the character's likeness headon:
[ame="
http://www.youtube.com/watch?v=dxnSXBW1qwY"]3d anime: modeling head in 10minute - YouTube[/ame]
I am wondering if any of u have tried this method?Does it work in tems of speed?
Replies
(except the model itself hehe)
Nowadays I don't really see the point in doing this kind of modeling for most things. It's so much more organic and responsive to just sculpt everything, and then do a clean retopo once the shapes are satisfying.
Many guys in the Cinematic industry don't do that, they hate it. I think many peeps at Weta even refuse to sculpt anything unless they have a proper low-poly SD model on which they can add details only for later on displacement and rendering process.
There was an older tutorial for modeling anime heads using that method which seemed popular enough at the time. I don't think it's faster today though, especially compared to sculpting. It can somewhat get the topology out of the way, but then you're left with a lot of verts to move into place without having any planes established. That might not be so bad for certain anime faces which seem flatter in nature to me anyway (especially around the eyes). It can also rely more on having orthographic references of the head you're making.
Theres nothing wrong with that method if it works..but I don't usually see people work that way.
My personal project is being delayed by the whole high poly first thing,retopo which can be time consuming if model has complex details and painting the different maps in Mudbox.Then I found this site:
http://haikai.net/
From what I saw in the diffuse map models.This dude can paint diffuse maps so well,that they look really good.So he models the character and paints only diffuse maps.They look kinda like they have normal maps on them.So I am gonna use this style to be faster and the model will look way better after compositing in After Effects for the animation shots.
You're going to have to model them in either way. You can either worry about the form and topology at the same time, or hammer out the form first and then snap the topology to it.
What tools are you using for the retopology? If you're just building it face-by-face in zbrush then that's going to be a pretty slow process, but if you're using other tools then things like wires shouldn't take long at all.
Doing high poly which at the end of the day is gonna look like the supposed low poly is gonna take longer...I think.so rather work on the lowpoly fom scartch instead.Only downside is,normal map cannot be painted so u would need a high poly mesh with details.This workflow would be faster for me since there won't be normal maps.
Yes, or actually doing a concept in zbrush with zpheres or dynamesh, then creating a proper topology, getting it approved. And only then redoing all the detail in zbrush and extract disp, etc.
Mesh topology is really important in film/cinematics, needs to play nice with displacement. Also not all models need to be subdiv ready, there is a lot of low, and mid res modeling for a lot of shots as well depending on the camera closeness.