View Full Version : How detailed for zbrush?
shiva14b 01-07-2009, 10:48 PM Ok, so I know I have to grit my teeth and really learn how to do normal maps with zbrush and mudbox & whatnot... my big question is, how "finished" should a model be before you start with all that normal mapping? How much should be mapped, how much modelled? Ripples in clothing, eyelashes, small details like that, zbrushed of course. But facial features? small objects?
Am I better off modeling everything in 3dsmax and just doing fine detail with the normal maps, or creating a shaped figure and then painting all the features?
|
|
Ok, so I know I have to grit my teeth and really learn how to do normal maps with zbrush and mudbox & whatnot... my big question is, how "finished" should a model be before you start with all that normal mapping? How much should be mapped, how much modelled? Ripples in clothing, eyelashes, small details like that, zbrushed of course. But facial features? small objects?
Am I better off modeling everything in 3dsmax and just doing fine detail with the normal maps, or creating a shaped figure and then painting all the features?
Depends on the use, but basically, the model needs to have at least a define solute, eye lashes aren't really a zBrush thing.
PorkpieSamurai
01-07-2009, 11:05 PM
it depends if you are planning on building an animation mesh later or if your going to use the same mesh your sculpting on in the finished product. A lot of game artists build a low poly model with very clean even topology just purely for sculpting with, then later retopologise with programs like NEX for maya or topogun to create a new mesh. This is then uv'd and used to calculate a normal map.
DoctorMonkeyFist
01-07-2009, 11:23 PM
Yeah. How much should be mapped and how much should be modeled depends entirely on the poly count you're going for.
shiva14b
01-07-2009, 11:47 PM
Well gee, I have no idea about all that stuff. I don't really remember the process for normal mapping: I haven't used zbrush in years, and it totally kicked my arse back when I did. I'm probably going to use mudbox. I was just going to hit up some tutorials and whatnot on how its done when I'm ready.
I'm just creating something for my demo reel. It will be animated a little bit at the end I guess, though not necessarily. So, what would be the best way to go about it all?
smooth clean wireframe, don't be too harsh about polycount, just make sure you have decent edge flow, then take it into mudbox or zBrush
David-J
01-08-2009, 02:52 AM
One more thing. Try having quads only and also have them more or less even in size.
Cheers and good luck!
shiva14b
01-08-2009, 02:54 AM
As long as we're on the subject, anyone know a good tutorial for creating normal maps, from exporting from max up through placing the finished map on the original model? zbrush or mudbox, whichever you got.
Just a side question- if you don't know how to do any of this stuff, why are you doing it for your demo reel? If you get a job based on that skillset, won't that be... well, a pain in the bottom for you? :D Or, is your reel not for work?
Genuine question. I'm just just curious.
walrus
01-08-2009, 07:57 AM
Any artwork you do, don't you ideally shoot for it to be good enough to put into your portfolio? Or if not the first time out with a new toolset, at least eventually. Doesn't seem so weird to want some normal-mapped stuff for one's portfolio.
But anyhow, one tutorial you might want to check out is one that Marcus Dublin put together, a whole walkthrough (http://www.gameartisans.org/forums/showthread.php?t=5000) of the entire process including downloadable sample files. Good luck - and thanks for asking these questions. I'm curious about the answers too!
Doesn't seem so weird to want some normal-mapped stuff for one's portfolio.
It's weird if the purpose is to convince someone you know what it is you're doing in that area, when you don't. That's why I asked.
shiva14b
01-08-2009, 01:29 PM
Just a side question- if you don't know how to do any of this stuff, why are you doing it for your demo reel? If you get a job based on that skillset, won't that be... well, a pain in the bottom for you? :D Or, is your reel not for work?
Genuine question. I'm just just curious.
Hmmm well this is a bit embarassing... actually, I'm already a professional with a job in this field, but as I've been working mostly for low-poly web & mobile game companies, I've been able to get away with not knowing how to normal map. If I'm going to make the jump to the big guys however, I gotta know how.
Walrus already kinda touched on it, but of course the whole reason I'm looking for tuts is so I can learn it so I CAN do it for my job, silly goose ^_^. Once I learn what I'm doing in that area, I can convince someone I know what I'm doing :-P. You don't leave college and suddenly stop having to learn new stuff - if that were the case, the game developers conference wouldn't be like finals week at a frat house.
(shout out to all my GDC CA homies, btw)
Ah, I see :) Well, that's not embarassing at all. It's easy to get caught in that situation.
shiva14b
01-09-2009, 05:27 AM
But anyhow, one tutorial you might want to check out is one that Marcus Dublin put together, a whole walkthrough (http://www.gameartisans.org/forums/showthread.php?t=5000) of the entire process including downloadable sample files. Good luck - and thanks for asking these questions. I'm curious about the answers too!
Appreciate the link Walrus. I'm not going to be able to get to it for a while (going out of town next week), but once I do i'll make sure to post the results so everyone can tear it to shreds - um, i mean... nah thats what I meant :-P.
Btw, whoever it was whose signature said they were looking for a school? I don't know what you're planning on going for, but the Savannah College of Art & Design has an absolutely bangin' Interactive Design & Game Development major taught by hard core industry professionals - And it's a real 4-year Bachelor of Fine Arts with a serious background in theory of design & systems and whatnot, not just a 2-3 year art and modeling thing (no offense to my Art Institute peeps out there. Keep up the good work).
The drawback is that it is, of course, in Georgia...
CGTalk Moderation
01-09-2009, 05:27 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.