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How do you make the 3D pipeline less painful?

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Hey folks,

I’ve been working on both characters and props for games, mostly splitting time between Blender, ZBrush, and Substance Painter, with the occasional Maya session when needed. I love the creative side of it, but some stages in the pipeline still feel like a slog.

For me, texturing and sculpting can be especially draining, and sometimes the retopo/UV/baking combo (even with RizomUV or Marmoset) ends up eating way more time than I’d like. It often feels like I’m fighting the process instead of moving forward.

Are there newer tools, plugins, or workflows you’ve found that actually make these stages faster? Or is it just “suck it up and put in the hours”?

I’m curious if there’s really nothing out there that speeds up the back-and-forth for us 3D artists. Would love to hear what works for you.

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  • Joao Sapiro
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    Joao Sapiro ngon master
    would be important to see your work method and how you approach those.

    Usually that feeling can come through a broken part of the workflow\needlessly complicated. So to check if its due to that would be cool to see what your process usually is, preferable with visual examples.
  • zetheros
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    zetheros quad damage
    speed just comes from experience. Only recently did I wrap my fat head around the substance designer naming system to automatically output textures that unreal engine would recognize, without me having to manually name each and every map.

    What in particular about texturing & sculpting do you find most time consuming?
  • Klunk
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    Klunk quad damage
    you need to work on your "prompts" ;) though seriously it's the kind of stuff that AI should be used for....  automation of the tedious :/
  • AsdiusWork

    I think it's a topic we all fall into at some point, and we become so familiar with these techniques that we end up mastering them. But really, from my perspective, I'm looking for an add-on or specific flow for something very specific, and the combination of these makes the entire flow better. But I don't know of a tool that's just right for everything yet.
  • lucaK25
    Thanks all for the replies. Fair enough that speed mostly comes with experience, but I like what @Klunk says about AI helping with the automation of the tedious. Everyone’s talking about it, is there really nothing that people actually use in a proper game pipeline? Feels crazy given how much AI is showing up everywhere else.
  • lucaK25
    And to answer the question about my process, Blender or ZBrush for sculpting, then Substance for texturing, RizomUV or Marmoset for UVs/bakes.

    The bits that kill me are:
    – Jumping between sculpt > bake > tweak > rebake.
    – Manually fixing UV shells to avoid stretching/texel issues.

    @AsdiusWork what’s the add-on / flow combo you mentioned? And has anyone found anything that actually makes either of those steps less painful?
  • zetheros
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    zetheros quad damage
    lucaK25 said:
    Thanks all for the replies. Fair enough that speed mostly comes with experience, but I like what @Klunk says about AI helping with the automation of the tedious. Everyone’s talking about it, is there really nothing that people actually use in a proper game pipeline? Feels crazy given how much AI is showing up everywhere else.

    I haven't found AI to be helpful yet (to me), and from my understanding of how it works, I don't know if it will ever
  • lucaK25
    Interesting. What have you tried so far and for what parts of the workflow? Why didn't it work?
  • zetheros
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    zetheros quad damage
    mostly stable diffusion for reference, but I can get higher quality references by looking around and using the portfolios of artists more talented than me.

    3d AI is still in it's infancy and I don't see it overtaking handmade work, and you definitely don't want to vibe code. Everything about game development demands precision and non destructive workflows so you can do more and optimize more. Generative AI is the opposite of that

    Also Disney is suing Midjourney, so there's that
  • pior
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    pior grand marshal polycounter
    "For me, texturing and sculpting can be especially draining, and sometimes the retopo/UV/baking combo (even with RizomUV or Marmoset) ends up eating way more time than I’d like. It often feels like I’m fighting the process instead of moving forward."

    Well, all of this is self-imposed really. Nothing forces you to work on models at a level of detail/fidelity requiring complex pipelines or hundreds of hours.

    If the process feels like a chore, the solution isn't to hope for automagical tools (AI or not) to speed it up, but rather, to refocus on something you enjoy more. Or establishing strict time goals and adjusting fidelity and processes around them.

    Lastly, wishing for AI to automate the tedious is IMHO a pretty bad idea. Because the day some automagical AI tool will be able to do proper UVs for you, will also be the day when you won't be needed anymore as a modeler because there will be plagiarism machines available for that aswell, and the job of a 3D modeler will only consist of cleaning things up.

    If UVs feel like a chore to you know, that's probably just because you are not quite there in terms of modeling efficiently with UVs in mind.
  • zetheros
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    zetheros quad damage
    UVs and retopology are too contextual and support too many other branches of game development, AI would simply not be the right tool.
  • Neox
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    Neox grand marshal polycounter
    Now this is interesting. Usually people work through everything else for sculpting and texturing, the more creative/artistic parts of our job.

    Sounds to me a bit like you looking into the more technical side of things would be the better choice for you?
    UVs retopo struggles sounds mostly like an experience thing to me. Do it often enough to find your shortcuts. Maybe enforce some time constraints to yourself to see what works best for you.

    Tbh my workflow is easily 15-20 years old and still holds up even with the ancient tools i use in these parts.

  • Noren
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    Noren greentooth
    lucaK25 said:

    The bits that kill me are:
    – Jumping between sculpt > bake > tweak > rebake.
    – Manually fixing UV shells to avoid stretching/texel issues.
    Without putting too much pressure on yourself to get it perfect the first time, because you very likely won't: Don't rush through steps like UVs, or there's a good chance you'll come to regret it later.
     Obviously experience plays a role, but take your time whenever the circumstances allow it. In the end, UVs are like a puzzle. You might just as well enjoy the process or at least take pride in a job well done. Not always possible in practice, of course.
    Rebaking is always a pain, though, I'd agree. Setting up everything correctly (naming conventions etc.) so you only have to push a button after your tweaks are done definitely helps.
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