Here's my process:
1. 3ds Max - Block the model in using simple box extrusions
- It can look like crap here. Just make sure that it's entirely quads
- Note: A better way to do this is using Zbrush's Zspheres. But since I'm working in Mudbox, I believe this to be the best way
2. Mudbox - Import and subdivide the model for high-detail sculpting
- Sculpt to 90% completion
- Avoid texture detailing so you can start working on the lowpoly (for the animator)
*3. Topogun - Create a low poly mesh on top of the high-detail sculpt
- Consider your poly-count
- Use this opportunity to focus on clean edgeloops
- Topogun does all the modeling work for you :) Just focus on the topology
- Before exporting to Max, make sure the silhouette reads
4. 3ds Max - Unwrap and Rig
- Create a quick simple rig to test your edgeloops
- Hand this file to the rigger or animator
5. 3ds Max - Bake Normals and Ambient Occlusion maps
6. Photoshop - Use maps to aid your texturing
This stage can go sort of two ways. You can either go back to your mudbox file and sculpt
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Pros: Intuitive. Removes the constraint of working within a polycount, and allows the artist to focus on sculpting rather than topology.
Cons: Animator does not have a test rig/model to work with until the Hi-Poly sculpt is 90% complete.
Links to the tools I use:
*Topogun - http://www.topogun.com
Xoliul Viewport Shader - http://www.laurenscorijn.com/viewportshader
Cons: Animator does not have a test rig/model to work with until the Hi-Poly sculpt is 90% complete.
Links to the tools I use:
*Topogun - http://www.topogun.com
Xoliul Viewport Shader - http://www.laurenscorijn.com/viewportshader
1 comment :
Dude! Cool shit. Kirk just blasted me with a bunch of TopOGun videos and I'm sure gunna check it out. Thanks for showing your process. It's REALLY nice to see how people do things. THANK you!
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