This poll is for Professional Environment artists only please. I'm a college instructor and want to get a better gauge for how often other environment artists use zbrush during a project. The studio's I've been to don't have heavy zbrush work most of the time. It's often occasional zbrush work and about 80% of the…
I think it speaks to the "depends on the studio" idea that the never and most of the time groups keep evening out with the rarely and never groups. searlee: yeah it seems once time is heavily limited, zbrush seems to become no longer an option. Autocon: I'm super suprised that the environment team at Naughty doesnt get…
Like [HP] said our texture artists here at Naughty Dog zBrush all the time. Where as an environment artist I never use it, they wont even give us zBrush licenses to mess around with :/ Lol cheap bastards. As others have stated, it depends on the studio and there work flow.
At the moment I don't even have it installed on my work machine... I have used it in the past however. since we have to make "next gen" games in just over a year per project (on average) we don't have time to sit around and sculpt. I'm using Mudbox and zbrush at home but not at work. I've just finished making Goldeneye 007…
HP: thats kinda what i figured too. just wanted some metrics to support that idea. Ghostscape: that sums up my experience with it entirely. When more time and resources are available in both time and computing power, zbrush gets more use. Which makes me wonder how it'll integrate into the next generation on consoles. Maybe…
With the projects I've worked on we've never had the time or budget to use zbrush\mudbox I really wish we did though as it's something I want to learn, mainly for texturing rather than full model sculpting and unwrapping.
I've only worked on MMOs and I've always assumed you get more time per asset in other game genres. So I've typically only had enough time to crazybump or NDO my normals with the occasional zbrush pass on particularly unique bits.
they use zbrush to create tiling textures. here's some examples: http://www.zbrushcentral.com/showthread.php?79141-Uncharted-2-Among-Thieves-art-work/page5 it does seem like a fairly different way to do things compared to other studios but it seems to work well.
Sorry for the intrusion, I'd like to know this: if your texture artists use ZBrush for texturing, I suppose the assets have a good polygon density in order to be well painted, right? Are you modeling assets with that in mind? Or texturing artists will divide meshes according their needs? Thanks in advance
All the time, even when doing mechanical/hard surface props I tend to bring them in to Zbrush for some dents and irregularities. Of course, I have the luxury of time..I can imagine those under a tight deadline might be better served with something like crazybump or ndo.