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wunder
07-25-2008, 05:37 PM
Hey guys, last time I had been modeling the process was pretty easy, just a few steps:

draw some sketches,

make low poly model,

unwrap,

skin.


And now with Zbrush, normal mapping, texture maps that arent at all what textures used to be because of shaders....

I really have no idea where to start. I dont even know if box modeling is still in style or not, would anyone mind giving me a quick rundown of the modeling process of today?


thanks guys,

wunder

cookepuss
07-25-2008, 09:40 PM
The process is largely the same. It's just that, with ZBrush, you can mix up your order of operations a bit.

Usually, the process is.

1) Concept
2) Poly model
3) Unwrap
4) Detail sculpt in ZB
5) Normal map, cavity map, or whatever maps you want to take over from high to low poly levels
6) Finish off your skinning

Not much has changed, really. I mean, everybody has a different process. Mine is a little different.

1) Rough concept
2) Sculpt it all out in ZB
3) Retopologize to create the base mesh
4) UV the new base mesh outside (AUV sometimes)
5) Project the high poly detail to the low poly mesh
6) Bake out my maps
7) Finish off the skin (in or out of ZB)

Just one step more. The cool thing about ZB, at least imo, is that I've found myself doing more and more in it lately. I can more or less do the whole thing, except for proper UVing, without ever leaving it. Pretty fun actually.

Ultimately, the process hasn't changed much since you last played in the CG sandbox. Just take a look at some of the meshes that have been floating around lately. Pretty much the same. The only difference is that yesterdays high poly is today's low poly. :)

carcass
07-28-2008, 09:53 PM
Ya, coke's is the same process Ive seen/ heard as well. I'm pretty new to it too, its pretty daunting until you click that project normals button a few dozen times.
I think I'm on click 50 or so...:brick:

Saker
07-31-2008, 08:09 AM
5) Project the high poly detail to the low poly meshis there any tutorials for this step ??

Heart Murmur
07-31-2008, 12:57 PM
Max Projection mapping (http://www.utmodding.com/index.php?link=tuts&tid=33)
Just one of the many tutorials out there, this was the first one I came upon in google. Different programs do it differently. I would suggest looking into xnormal (http://www.xnormal.net/2.aspx), it is a really good baking tool.

Saker
07-31-2008, 01:11 PM
well ... i'm realy confused >< ...
i'll write cookepuss's workflow again to understan :-

1) Rough concept ( ok)
2) Sculpt it all out in ZB (ok , i can do this step)
3) Retopologize to create the base mesh (you mean flipping normals and moving vertix and editing tri's ?? ok , i can do it)
4) UV the new base mesh outside (here begins the trouble , you said out side ... then how can i applay the uvmap i made to the hi poly ??)
5) Project the high poly detail to the low poly mesh ( just i bake the normal map from the hi poly ?? but ho could i and i didn't uvmap the hi-poly one ??)

just those are my thoughts/questions "i know .. am fuckin noob .. but am trying to learn..

also to mention .. sorry for my poor english ...

DeSiGnBrEaKeR
07-31-2008, 01:37 PM
Try out these free vids, they helped me alot.Character Modelling by Michael Jensen (http://www.3dtotal.com/team/Tutorials_3/Mudbox_Modelling/mudbox01.asp)

BTW if you use 3ds max with Polyboost you should retopoly like explained in the vids, if not you should use the zbrush retopoly tool which works fine to. For normal map baking i get the best results with xNormal (freeware just google for it).

Hope this helps!