Organic topology for production


#1

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?

Thanks


#2

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.


#3

But I thought you needed high detail for displacement maps to work


#4

That’s what subdivision modifiers are for. Rig the efficient retopoed mesh, subdivide, apply normals / displacement maps = profit!


#5

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