Maya Booleans, Deformers & Hard Surface Modeling.Hard Surface Modeling, Booleans & ZBrush.If you’re interested, you can find out more about it here: I outlined this technique in a previous series of blog posts. This workflow lies somewhere between the speed and convenience of Decimation Master and the lengthy amount of time hand retopology takes. There is a sort of middle ground solution for hard surface work, though. This really sucks because the main alternative is retopologizing hard surface objects by hand, which as I just said, can take hours or sometimes even days. I’ve tried using Decimation Master on them, and I haven’t been very happy with the results. Hard surface objects, on the other hand, are a different story. In fact, Decimation Master does such a good job on static organic objects that I don’t really see much point in retopologizing these types of assets by hand anymore. Typically, in less than a minute, Decimation Master can produce a low poly version of your asset sutable for use in game. For static organic assets like rocks, using Decimation Master in ZBrush can be a very effective alternative. There are some alternatives to hand retopology work, though. Depending on the complexity of the asset you’re working on, retopologizing it can take many hours, sometimes even days. The retopology work is often done by hand and can be very time consuming. Then, you retopologize it to produce a low poly version of the asset sutable for use in game. As you probably know, the typical workflow for producing game assets is to first model a high poly version of your asset. NO HAND RETOPOLOGIZING YOUR HIGH RES!!!īefore we continue any further, let’s step back and talk a bit about game dev production workflows and topology. This video series shows how to build a tool in Houdini that takes in high res models and produces game ready low res models, complete with LODs, and baked maps ready for use in texturing. What was surprising, to me at least, was what Michael was using Houdini for. I’ve been meaning to start learning Houdini for awhile now, so I thought no time like the present, and started watching Michael’s play list.įirst of all, Houdini is super cool.
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