In this model, my only goal is to achieve a clean high-poly model. I'm doing the retopo with that in mind, not to create UVs. -If this were a game asset, the next steps would involve retopo for a low-poly model, UVs, projection, and texturing. -For VFX, the second video would need to be much longer, focusing on refining the geometry, adding smaller details directly to the geo, and creating UVs from that same geo. Long answer, but I hope this resolves your question :)
I'm going to copy-paste another answer I wrote before that I think also answers your question: In this model, my only goal is to achieve a clean high-poly model. I'm doing the retopology with that in mind, not to create UVs. -If this were a game asset, the next steps would involve retopology for a low-poly model, UVs, projection, and texturing. -For VFX, the second video would need to be much longer, focusing on refining the geometry, adding smaller details directly to the geo, and creating UVs from that same geo. Keep in mind that studio workflows are different and constantly evolving. For example, this hipoly asset could be used with Nanite in Unreal.
@3diegodm why don't you model it from scratch with other software, you won't waste time retopo. If you need normal maps you can draw them in substance paint 3d
In 3D, many paths lead to the same or similar destinations. Good results can be achieved in many different ways, and there's no exact formula for efficiency, as each artist works differently. This workflow is the most efficient for me, with my tools and skills (I'm a character artist, so I work a lot with Zbrush). Keep in mind that The main reason I'm using Zbrush, in this case, is that I'm not working from a pre-existing concept, I´m not modeling a weapon, I'm creating the design from scratch. And for that, I need the flexibility that Zbrush provides, which is hard to find elsewhere.
Great work brother. With high details👌
Really a great progress
Thanks! :)
Animal!!!
Que gusto verte trabajar, Diego! Que pasote!
Grande Fer, gracias colega :)
Very beautiful work! Makes me want to get better at the hard surface side of sculpting, currently I'm terrible at it haha.
Thanks, Means a lot Sophia. Go for it!
♥ so well made i love it
Thanks! :)
did you skip the uv unwrapping part?
In this model, my only goal is to achieve a clean high-poly model. I'm doing the retopo with that in mind, not to create UVs.
-If this were a game asset, the next steps would involve retopo for a low-poly model, UVs, projection, and texturing.
-For VFX, the second video would need to be much longer, focusing on refining the geometry, adding smaller details directly to the geo, and creating UVs from that same geo.
Long answer, but I hope this resolves your question :)
What can a model with such a large mesh be used for?
I'm going to copy-paste another answer I wrote before that I think also answers your question:
In this model, my only goal is to achieve a clean high-poly model. I'm doing the retopology with that in mind, not to create UVs.
-If this were a game asset, the next steps would involve retopology for a low-poly model, UVs, projection, and texturing.
-For VFX, the second video would need to be much longer, focusing on refining the geometry, adding smaller details directly to the geo, and creating UVs from that same geo.
Keep in mind that studio workflows are different and constantly evolving. For example, this hipoly asset could be used with Nanite in Unreal.
@3diegodm why don't you model it from scratch with other software, you won't waste time retopo. If you need normal maps you can draw them in substance paint 3d
In 3D, many paths lead to the same or similar destinations. Good results can be achieved in many different ways, and there's no exact formula for efficiency, as each artist works differently.
This workflow is the most efficient for me, with my tools and skills (I'm a character artist, so I work a lot with Zbrush).
Keep in mind that The main reason I'm using Zbrush, in this case, is that I'm not working from a pre-existing concept, I´m not modeling a weapon, I'm creating the design from scratch. And for that, I need the flexibility that Zbrush provides, which is hard to find elsewhere.