This is a huge question to answer as there are specific roles in games and more importantly films industry devoted to pipeline alone. But to simplify if you want to create an image on your own its all fine by just modeling, texturing it and then rendering in zbrush as there is no need to change it later, give it to another…
Thanks Martin, those are concepts I was quite familiar with but you put them in quite a direct way. So that is the game pipeline more or less. What about the film? Is the unique requirement a clean topology with good edgeflow? For example I'm working on this sculpture right now Let's suppose I'm working on a film. Now,…
Yeah Vitaly is also a nice example of current limitations. He can model super amazing looking stuff that needs no subdivision but it's got horrible topology that you can't subdivide or UV map properly. Then again he's so good that it makes sense to hire 3-5 guys just to retopo his stuff But, if your pipeline could handle…
Thanks Hermit for your workflows, my doubts are a bit more related to the fact that I don't understand theoretically why do I have to do all that. I can follow a tutorial which tells me to do that but I don't understand, from my limited artistical point of view, why I couldn't do everything in Zbrush for example? What is…
Rendering in passes means that instead of getting one image that 3d application gives you, you get the same image split up in layers. It make stuff more complicated, but at the same time it gives you ability to change things. For example if you rendered a character on a stripy background you can now get the background pass…
Its actually very similar to games workflow nowadays, just more specific roles, more specialized people and the end product has different use. In your case somebody would model that head in a neutral pose in fairly high detail. After that they would remodel with proper topology (for animation) do couple sets of UVs,…
Really depends on industry and even the company you want to apply for. For example Blur and Digic Pictures and pretty much all advert companies will want fairly decent generalists. So people who can do models, UVs, textures, shading, lighting and even animation. Not a lot of those kind of people around so they get paid…