I have seen this from quite a few people using this workflow for their entries into the Sumea comp.
The method I?m talking about is building their low poly model, an asset that is going in game and as such is built towards animating correctly, then bringingg it into zbrush to produce the high poly lastly.
Why do people do this? The only possible benefit I can think of is speed factor of it. Building a low poly base that subdivides well and building a low poly in game asset are two different kinds of philosophy/method. The two really can?t be
combined IMO.
The workflow I, as well as a lot of others use, is build the high poly first. Building a low poly base in MAX/etc, that is specifically designed to be later subdivided and brought into zbrush for finer details (or even JUST subdivided) create the high poly source model. THEN create a low poly in game asset based
around the high poly from scratch.
The benefit to using this workflow is as follows-
*The high poly source*
- The placement of a row of edges effects how it will smooth out when subdivided; EG- To create a sharp edge, place multiple loops of edges close together.
-Creating each of the characters objects as separate meshes eliminates the "moulded plastic toy soldier" effect. EG- Each of the characters objects looks like a separate element and not joined/moulded onto the character. Plus "floaty bits" are just easier/more convenient.
-No need to worry about building it for animation since it won?t be animated. This makes it easier since you don?t have to build it to deform.
-A focus on building it out of quads and possible the odd N-gon. NO TRIANGLES PLEASE! Since they usually result in a pinched look when it?s subdivided.
-Building a high first allows for a bit more experimentation in terms of the characters design. If you?re well into building your high or even finished, you can see what the end result will look like (since the high will closely resemble your normal mapped character when completed). You might spot a flaw in your design. No worries just delete whatever is bugging you and build something else. However if you've built the low poly first then brought it into zbrush, it would require a lot more reworking to fix the design problem.
*The low poly, in game asset*
-Triangles are allowed! Since you don?t have to worry about subdivision you can throw in a triangle wherever you want. This can help lower your polycount, so more polies could be distrubed to more important areas
-Poly flow is now important! Stuff like making sure the model will deform well and its topology is nice and clean. This didn?t matter in the high but is obviously important in the low poly in game model.
-Building around the high poly source is very helpful since you can use the high as sort of 3D referance guide.
-IMHO Zbrush is best used as a finally pass and not solely used to create a high poly model. Now this is more open to personal opinion then anything else, but a 3D program with its full repertoire of tools to build a high poly model, would be easier to use then Zbrush's more limited tools.
Some of this is just subject to personal preference I know but this is something that has been on my mind for a while now and I felt like ranting/bring it up. Maybe some people just weren?t aware of the pros/cons of either methods, but as I mentioned its something that I?ve seen a bit lately.
I?m open to hear people?s opinions that are against this workflow, by all means enlighten me! :)
Well, that brings this (most likely) long winded, confusing rant to an end. If there is something that someone would like more of an explanation I?m happy to do so. Also, other peoples input is more then welcome so don?t be shy!
The artwork on your site is totally amazing.
KILLA DEE2007-05-16 20:44:38