Quack!
12-15-2009, 02:46 AM
Heya fellas and fellettes.
I see the need to incorporate sculpting into my workflow and started for the first time today.
I finally decided to try Zbrush out and try to produce something. Peris posted his nice Generic Wall Tutorial (http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html) and that has given me inspiration to create one of my own.
My goal with this first test was to get the workflow down. I didn't spend a whole great deal of time in Zbrush as I wanted to take this all the way to the low poly and baked normals as fast as I could to learn the workflow.
Zbrush
http://dl.dropbox.com/u/2344272/wall/wall_z.jpg
Low-Poly in max with Xol's shader, AO for spec/diffuse, 450 tris per module
http://dl.dropbox.com/u/2344272/wall/1stWall.jpg
I feel that by whipping through this one I am able to see where I need to improve on.
Things learned for the next wall:
-Super fine details can get lost no matter the texture res (work on lower sub-d)
-Xnormal hates large .ase files from max, but loves large .obj from zbrush
-Low Poly version takes too much time at the moment, work smarter and faster
-Using less geo on low can still result in a nice silhouette, normals seem resillient
-Use Teaandciggarettes idea from his thread to create more angular creases
-Sculpting each brick in Z, take into Max, arrange into wall, export back to Z and remove symmetry seems viable.
-Less blobby
-Drink less coffee when sculpting
-Get tablet
I hope to move onto my next wall tomorrow and concentrate more on the shapes and forms in the sculpt this time, now that I have gone through the workflow and will, hopefully, have your critiques to incorporate.
I see the need to incorporate sculpting into my workflow and started for the first time today.
I finally decided to try Zbrush out and try to produce something. Peris posted his nice Generic Wall Tutorial (http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html) and that has given me inspiration to create one of my own.
My goal with this first test was to get the workflow down. I didn't spend a whole great deal of time in Zbrush as I wanted to take this all the way to the low poly and baked normals as fast as I could to learn the workflow.
Zbrush
http://dl.dropbox.com/u/2344272/wall/wall_z.jpg
Low-Poly in max with Xol's shader, AO for spec/diffuse, 450 tris per module
http://dl.dropbox.com/u/2344272/wall/1stWall.jpg
I feel that by whipping through this one I am able to see where I need to improve on.
Things learned for the next wall:
-Super fine details can get lost no matter the texture res (work on lower sub-d)
-Xnormal hates large .ase files from max, but loves large .obj from zbrush
-Low Poly version takes too much time at the moment, work smarter and faster
-Using less geo on low can still result in a nice silhouette, normals seem resillient
-Use Teaandciggarettes idea from his thread to create more angular creases
-Sculpting each brick in Z, take into Max, arrange into wall, export back to Z and remove symmetry seems viable.
-Less blobby
-Drink less coffee when sculpting
-Get tablet
I hope to move onto my next wall tomorrow and concentrate more on the shapes and forms in the sculpt this time, now that I have gone through the workflow and will, hopefully, have your critiques to incorporate.