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  1. I've always wondered about alternative workflows.


    Almost all of the tutorials I've seen and read say make the low poly version first in a modeler, then transfer it to a sculpting program and finish off the high-res version.

    Which has been the way I have been doing it, but it seems to take longer and at times have run into errors when I hit the high-res work.

    But now I'm starting to think what if I start out in the sculpting program, create the high-res version first, then export out the model, and basically clean up the mesh and create the low poly version out of it. It would be faster for me this way, but I'm not experienced enough to know if this is such a good idea. Or if it would just create more problems.

    I'd love to hear your thoughts and opinions about this.
    Reply With Quote Reply With Quote #21

  2. MRico's Avatar
    MRico is offline
    Location: Los Angeles
    Posts: 938
    It's all about what works for you, dude...I guess, unless you're working somewhere and they have a specific way that they need you to do things.

    I always start my base mesh first in 3ds max...although, this isn't the final low-poly...then I do my low-poly by modeling it ontop of the high poly model, in 3ds max with polyboost. That's usually how I go about things, I know people love the zspheres and retopo tools, I personally hate them, lol.

    What kind of errors are you running into with the high-res?
    Reply With Quote Reply With Quote #22

  3. MattBlack's Avatar
    MattBlack is offline
    Posts: 47
    I managed to get my normal map working but I have one more stoopid question - when I re topo my model does the hi res conform to the lo res mesh or vice versa?
    Reply With Quote Reply With Quote #23

  4. Quote Originally Posted by MattBlack View Post
    I managed to get my normal map working but I have one more stoopid question - when I re topo my model does the hi res conform to the lo res mesh or vice versa?

    That depends on the program. Some apps want the low res mesh to have a specified UV that matches the high-res UV. Others just want a UV on the low-res and dont require a UV on the high-res.



    Quote Originally Posted by AutopsySoldier View Post

    What kind of errors are you running into with the high-res?
    The most common one is the detail in the normal map gets warped or distorted in some areas after baking.

    I'm not really sure what causes it. At first I thought it was a problem with the UV layout, but I ruled that out.
    Reply With Quote Reply With Quote #24

  5. MattBlack's Avatar
    MattBlack is offline
    Posts: 47
    using Maya 2008
    Reply With Quote Reply With Quote #25

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