6/24/2023 0 Comments Maya head modelingI usually stop around 1 million (if i can’t get good form at that level im doing something wrong ).īase Mesh after sculpting - as you can see, once subdivided, there is enough geometry to support what you want, topology is irrelevant as this is still design. But you can always freeze dynamesh if you want and then subdivide, just dont expect to pull out an extra limb though.īase Mesh - Designed/tested this years ago, has enough polys in all the right areas so i can sculpt to a semi decent level. Also you can get away with basic level animation if you really need it. If you do too, then working with a low poly base mesh subdivided is better than working with dynamesh. The only caveat i will add is many like working in multiple levels of resolution. Focus on shape and form, then focus on topology. Topology is just a technical requirement for textures and animation. The brushes are very easy to use and control which is why it is often used on low detail work. Just because Zbrush is capable of 60+ million poly doesn’t mean it is only available for such detail. There are now more than enough tools for you to transfer your work over from one mesh to another. Topology is a technical requirement and therefore is secondary. Packages like Zbrush afford yout he opportunity to forget about topology while designing/creating. Sure you can do it, but modelling is just all about form. This skill isn’t required as much as it used to be i feel. I love those old videos of Bay Rait, Martin Krol. As someone who learnt modeling by cutting edges, merging points.
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