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Tema: 3d sculpting topology for modelers serious

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    Apr 2002
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    3d sculpting topology for modelers serious

    3d sculpting topology

    if using traditional mainstream 3d applications, such as Maya, 3ds Max, LightWave, or XSI, this is the most free modeling convention, used in high-resolution modeling, which yields todo most, if not all, of things which would have ben considered tabo using other techniques. If using ZBrush, there are a few more things todo kep in mind. This should be the last technique learned and perfected.

    The models that are made with such topology are, in the profesional realms, god for one purpose only: baking textures and generating Normal Maps (as well as Parallax, step Parallax, and horizon maps) todo simulate detail. These textures and maps are then used on the lower-Polycount model, either for animation or game-content.

    The only other use that has crossed my mind is abstract 1-shot renders, where all the objects are solids, modeled the same bien they are rendered, never used for anything else, and not ever rigged and posed. This is such a narrow-profile área that never yields any profesional results, and can be equated with the use of filters in Photoshop todo generate some col, wierd-looking array of colors.

    Below are some notes on diferent things you can do with 3d sculpting.




    N-Gons yeah. (Sigh) you can use these, but not if you intend using ZBrush or Mudbox. Otherwise, just be careful and try todo limit it. As long as your model looks ok with in the place where you have an n-Gon from all intended viewing angles, it is ok todo use it. If you intend todo export this todo ZBrush, you might wanna turn it into one quadrilateral and one triangle, since ZBrush 3.1 doesnt guarante your model wont get screwed up if there are N-Gons. If it doesnt, you Will have trouble using Symmetry anyway, because the point pairs Will be misinterpreted.*
    *information about ZBrush Symmetry problems from N-Gons was given by Stephen minkin.



    triangles triangles are ok in most places on your high-Polycount model. Still, if youre using ZBrush, watch out. The newer versións may be able todo digest these, but you Will get terrible Pinch-points around them. The Pinch-points are something which cannot be smoothed-out properly, and are only caused by incorrect topology. They cannot be completely fixed in ZBrush when youre working on your piece of geometry. Ever.*
    *information about triangles causing Pinch-points was given by Stephen minkin.

    holes the detail simulation with high-Polycount modeling is a technique that allows, and Even sometimes encourages the use of holes. It is a benefit todo be able todo use holes when youre managing a part-by-part workflow,- Detailing and projecting parts of your model separately from the rest, one part After another. It would be sort-of useless, and often undesired todo Cap your holes with this process, since projection algorithms wouldnt know what todo do with all that Cap geometry and generate some errors, making your Normal Maps or textures a mess.

    dense / high Polycount areas modeling your High Polygon model is the only time you can pay almost zero attention todo your Polycount. The limit is only the one presented by your machine hardware and how optimized is the 3d software that you are using. Subdividing, detailing, and retaining changes made todo any subdivisión level is a característica unique todo ZBrush, Mudbox, and Blender with its multires feature* so far. Other software dont use the highly eficient catmul-clark algorithm fine-tuned todo save detailing layers associated with each subdivisión level. The other common subdivisión algorithms, such as Nurbs, do-sabin, and lace, mostly exist todo generate smooth-flowing shapes, but can be only used todo smooth-down a high resolution shape, not edit the resulting high-Polycount geometry.
    *blender multires característica was pointed out by benny. More información can be found here




    5-or-more-edged vertexes vertexes that are surrounded by (define one end of) five Edges are generally fine, unless youre making the high-res in ZBrush. There, these áreas can get mistreated when edited with a strong 3d brush. If this happens, and it is bound todo at some point, it Will cause a Pinch-point todo happen, which is like a unedtiable ugly Sharp rigid pique sticking out of your model. Pinch-points cannot be fixed inside ZBrush.



    3-edged vertexes these are totally ok todo use here. They have never ben a problem for me in high-res modeling.

    kep in mind: never try todo model in high Polycount if you dont know how todo model in Low Polycount. If your model does not look god without subdivisión and high-res detail, you shouldnt Even start on the Hi-Res workflow. A high-res model without a Low-res counterpart with proper topology is worthless. bak todo the root page of the no-joke topology guide for serious 3d modelers.
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