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Sickly
03-22-2009, 07:11 PM
Hey guys,

I'm new to integrating sculpting programs into my workflow, and am keen start with the ongoing Dominance War competition.

As I read through the various threads, I've noticed a lot of people move straight from concept to sculpt. I was under the impression that it was a good idea to get a base mesh modelled first and work from there. Are people working "backwards" (starting with a sculpt, then working down to a base mesh)? Or am I assuming too much just because I haven't seen a base mesh?

cookepuss
03-22-2009, 10:57 PM
Or am I assuming too much just because I haven't seen a base mesh?
Not necessarily. It's entirely possible to go from concept to sculpt. I do it all of the time.

I tend to start off with a basic armature, much as one would do in real world sculpting, but based around the concept of ZSpheres. This allows me to quickly block out my proportions, alter them on the fly, sculpt out the bigger details, and never leave ZBrush in the early going.

Thanks to retopology, you can focus on sculpting first and poly layout later. Once you've got the basics of the model hacked out, you can then define a real poly form, take it outside, UV it, bring it back in as a new base topology, and continue your sculpting all the way through map creation.

This is generally how I do things.... As a ZBrush user.

With a program like Mudbox, your options are more restricted. There's no retopology or ZSphere-like armature functionality there. So, unless you're okay working with the built-in primitives and retoplogizing elsewhere, you have to start with a base mesh first.

If you want to get into the technical aspects of topology and UV early on, that's fine. If you like to sculpt first and think about topology 2nd then that's cool too. There's no right or wrong way.

I think that, in a comp like DW4, people are pressured to produce visual at a quicker pace. Get your piece noticed above all else. This produces a mindset where you're compelled to just jump in first as an artist and let the technician in you worry about the *cough* "small detail" later.

Everybody has their own workflow.

IMO, DW4 is a good sort of high pressure assignment. The competition here is fierce and you need every advantage you can get early on. Whatever works. Whatever gets the job done. That is rule #1 in the workplace, where its the results which count most.

Sickly
03-22-2009, 11:20 PM
Thanks very much cookepuss, you've made my day :]

Mrpearlzildjian
03-23-2009, 05:37 AM
This is one of the reasons many studios carry multiple software packages. Like cookepuss said, #1 rule in the workplace is whatever gets the job done. Some people may know Maya but not Max, Mudbox but not ZBrush, or vice versa. You get the idea.

I personally create my base mesh first, and then take it to ZBrush and sculpt, texture, create maps, etc., then back to Maya for rendering. But sometimes I also use external programs to create my maps like xNormal, CrazyBump, and even Maya itself. Every package has multiple functionality, it's just a matter of preference. Nonetheless, everyone has a workflow that suits them, and you should do the same.

There are a lot of ways to do the same thing in all of the software packages, just find one that suits you. :)