View Full Version : modeiing workflow
ZenArc 05-24-2009, 07:14 PM hi, just wondering, what is the workflow of 3d modeling nowadays.
for example a character modeling,
Do they just create the basic main model in 3ds max, maya etc and then add in the details in zbrush, mudbox etc?
or they create the character directly in mudbox, zbrush etc?
or they create the entire model in 3ds max, maya etc.
which method are the professionals using? whcih method is more efficient?
thanks =)
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Psyk0
05-24-2009, 08:12 PM
Honestly, whatever works best for you.
It's still faster for me to start in max, just a simple box mesh with even poly distribution, all the forms and details done in zbrush.
ArticSpider
05-27-2009, 08:55 PM
I have the same questions. After you detail in Zbrush then which program do you do your final render, lighting, and also which program do you use to pose your characters? Do you use a rig? Which program do you use to texture with?
I am having trouble getting normal/displacement maps from Zbrush into Maya to look right. Could it possibly be because my graphic card can't handle the render? Or is it in the settings?
CombineMind
05-27-2009, 11:00 PM
Like psyk0 said, the answer to these questions really lies in personal preference.
You can model the low poly, high poly detail model, derive normal maps, create the rig, and animate all in maya or max etc.
Different studios have different preferences sometimes as far as using max or maya etc.
My point is, try programs, try as many as you can and learn as many as you can; and you will find what works best for you. Through these experiences you'll likely run in to a host of applications you never knew existed, many of them open source; that specialize in their own niche of the production process. (A good example would be NGPlant, an application used for generating plant life models. I just happened to run in to it trying new software, it was amazing and absolutely free. If I'd just gone with using maya (the standard) I never would have unearthed this powerful tool.)
Limiting yourself to "what everyone else uses / what is the standard" will do just that, limit you, unless you expand out of the "norm".
All just my opinions =) I hope this helps.
ArticSpider
05-28-2009, 12:20 AM
There is nothing wrong with simply answering the question and revealing your workflow. It is no big secret. Granted the person who takes your answer will try it out is simply like trying out several program for themselves to see what will work for them. I have been trying several programs already by myself and have developed some workflow but found it inspiring and a new idea taking advice on someone who has done quality work because obviously that workflow worked for them, and there is no harm in someone trying that path too or there wouldn't be classes or anyone getting inspiration from others and asking "how did you do that?" and professionals providing lessons at conventions just on those very questions.
Because someone may be pounding hours and hours in Max for example when just 10 minutes in Zbrush can do wonders on adding details to a model. I found out several painstaking things myself the very long and hard way when someone could have just told me in 5 minutes to "hey try this method see if you like it."
It would be nice to know somebody's ideal workflow that was a success to them. It might introduce a new avenue into art, software, or methods. Example of this is how to lay down 2D artwork on a piece of paper. There are classes for those that show you the workflow. So it's really no harm in asking and telling.
eldee
05-28-2009, 01:33 AM
You assume there is one workflow that works for every project. There's not. If you're looking to learn the basics (which is what it sounds like) there are plenty of tutorials and classes for that, and I'm guessing a simple Q&A won't really teach you what you need to know, because there are decisions being made that justify a certain workflow, and it won't apply to every situtuation. What you really need to know is when to use what, and thats why there are college degrees dedicated to exploring it :)
If you have a specific question though, I'm sure people will answer, it's just that this topic is a little vague and nebulous.
ArticSpider
05-28-2009, 01:35 AM
No there is no workflow set in stone. That why there is no harm in asking for advice or tips about it. It seems like everyone wants to keep their secrets, but like I said there are no secrets eventually everyone has something they are accustom to just everyone including the pros have asked for advice at some point or another. I am assuming some people are too stingy with just offering their advice, so I'll just leave this thread. Sad how simple questions go unanswered because of ignorance.
eldee
05-28-2009, 04:41 AM
The issue is that there are too many answers.
Nobody is hiding any secret, ask a specific question and you'll get a specific answer. Easy as that.
j3st3r
05-28-2009, 07:22 AM
I used start right with ZBrush, using ZSpheres for the human form, then sculpt the shapes. I prefer that way, because to me it's more intuitive, more freedom allowed, and I don't care about technical questions like poly distribution, edgeflow, etc. Of course, if an accessory must be made, I make the basic shape in XSI, and drop into ZBrush for further modeling. If I get to a certain pont, where topology is required I retopologize the model in ZB or Topogun, and project the details back. This way I can spare a lot of time...
Zarathustra
05-28-2009, 02:59 PM
The issue is that there are too many answers.
Nobody is hiding any secret, ask a specific question and you'll get a specific answer. Easy as that.
Exactly right. I mean, I could go into details like requiring a special type of chair, needing a particular beverage close at hand, etc. The replies could get downright silly. Also, the workflow could be completely different depending upon the model. Do I need to set up image planes? Will there be displacement? Does this thing I'm modeling benefit from straight poly modeling or will curves or nurbs play a role? The approach to a helicopter could be wildly different from an approach to a plant or creature, for instance.
Also, the snippy replies are mostly due to newbs perpetually fishing for the magical software which will turn them into instant super modelers. That might not be your motivation kiddo, but because of those who've posted before, you catch the crap.
Like Eldee said, ask more specific questions and you'll greatly increase both the likeliness of a response and the quality of the response (ie - less crap).
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