Home Technical Talk

learning high [poly

Ruz
polycount lvl 666
Offline / Send Message
Ruz polycount lvl 666
Decided it was high time I got back in to high poly modelling. Do you think its wise to learn z brush or stick to maya?.
I have worked with maya in the past an found it ok, but it takes me an age to make a high poly head that is worth looking at.
I presume nurbs for organic stuff is now totally out of fashion?

Some links to mesh flow/modelling high poly heads tutorials would be cool.
I did already make a head, but it needs a bit of tweaking still

cheers
Mike

Replies

  • MoP
    Options
    Offline / Send Message
    MoP polycounter lvl 18
    If possible, learn polygonal, subdivision modelling in maya, and zbrush at the same time ..... eg. make a polygonal control mesh which smooths nicely, with good edge loops and stuff, in Maya, so that it'd be useable just as a good base for future highpoly work, then export it into Zbrush, divide it a few times, and go at it adding wrinkles and folds and stuff... that way you can learn both at the same time, but without really doubling the effort.

    Daz has a good tutorial on general modelling techniques specifically for head modelling with edge loops and in Maya, so take a look at this link and all the pages continuing on from it... http://home.comcast.net/~dpattenden/hi_poly_tut.htm

    I wouldn't bother with NURBS, waste of effort these days I think, very few studios that I know of use them, especially for games.

    MoP
  • Daz
    Options
    Offline / Send Message
    Daz polycounter lvl 18
    As Paul says Mike, forget Nurbs. SubD is the way.

    This is a classic tut. It's not how I work personally, but it's a great tutorial that offers up a lot about topology etc.

    http://www.thehobbitguy.com/tutorials/polymodeling/
  • Ruz
    Options
    Offline / Send Message
    Ruz polycount lvl 666
    cheers for the advice guys. I will post my WIP tonight.
Sign In or Register to comment.