Thursday, 17 December 2009

Really important!

This came up yesterday when I was talking to Ferhan, but I've been faffing with zBrush this morning and checking some tutorials, and something important has come to my attention.

Good news is I'm starting to get the hang of the interface, the bad news however is to get some proper definition in there that looks smooth and well...good. This is going to be a very high poly model. I'm talking between 170-600 thousand polys. Any lower and the creases I cut in just look a bit messy.

I'm going to play with it a bit more and see if I can find anything online about low poly sculpting or a way to compress it when I send it back into maya. But before I go any further I need to know how far I can go with the polys. Or wether I should pack it in.





Here's a basic cut I put in for peck to shoulder definition to show you guys what I mean. That's the same cut in 10-40 and 170,000 polys. It looks waaay better the more subdiv's involved. 170 is probably as high as I would go.
It will be large but at the same time if I can get some cool definition on the side of the head and the collar bone, mebbe the arms it could look real nice.
I leave it up to the directors to see if it's worth the trade off.
Hit me back once you've had a look over this so we can determine a course of action.

6 comments:

  1. The highest amounts of polys should really only be in the head, the chances are bro you're going to have to use the retopology tool to lower the high polys back down to a low poly model. http://www.youtube.com/watch?v=IJVaq8FA5aQ (example of what the tool does,very handy indeed)

    Or do as this wise man says !

    “make a very basic mesh in Maya / Max to get the basic topology and proportions right then will import it into Zbrush. He sculpts the entire high-poly model to its fullest completion and exports that.

    He then drops the subd level down to 1 or 2 or 3 depending on the poly limit and will export that as a temporary low-poly mesh. Import that temp low-poly back into Maya / Max to make some tweaks to the mesh if needed and unwrap it. Then bake!”

    either one of these will 100% fix poly problems mate ! hope that was helpful :)

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  2. Niice, I'll try these suggestions out. Like I say though if I sculpt it in a high subdivision and turn it back down it looks a bit silly since there arn't as many vertices to make it a smooth cut.

    I dunno what baking does but I assume it helps with this sort of thing.

    Cheers pal.

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  3. no prob man . One of these should defo work .my bet is on the retopology tool.

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  4. Yeah I just found a tutorial on it in zBrush...I'm bamboozled lol.

    They are all in timelapse as well so hard to follow even with a voice over.

    Well I'll play with it a little now but I might just have to leave it as a lower poly mesh and tweak it as best I can like I said on my own blog.

    Would be a bummer but hopefully it will still look ok. I don't think many other groups have dabbled in zBrush since they new the poly count thing would be a problem.

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  5. Bah this is stupid but can you spell out how to unwrap and bake for me? All tutorial links are for unwrapping UV's, is that what you meant?

    I thought that just fixed it up for texturing not the polys themselves.

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  6. ye mate I’m pretty sure that the guy is referring to mapping/textures etc when he says unwrap and bake.

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