Organic topology for production

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  10 October 2013
Organic topology for production

This isn't urgent. Just wondering.

When models are made for films, the details get sculpted on. Is this then left on the final model or is it retopologised and normal mapped?

  10 October 2013
The final model will be retopologized, it simply wouldn't be a good workflow to use a dense sculpted mesh. If you look at Gollum's wireframes for instance, you'll see major forms modeled, the surface details are left to texturing / displacement.
  10 October 2013
But I thought you needed high detail for displacement maps to work
  10 October 2013
That's what subdivision modifiers are for. Rig the efficient retopoed mesh, subdivide, apply normals / displacement maps = profit!
  10 October 2013
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