This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
why use Mudbox / ZBrush when you can just model most of the detail in Maya? Is it so you can add more detail onto the model and then bring that detail back into Maya as a texture / bumb / displacement map? (I feel I may have just answered my own question!)
They're different tool sets. The sculpting packages allow you to use sculpt tools, whereas maya allows you to use different tools, such as modifying edge loops, vertices, extruding etc.
Of course there is overlap, but they present different workflows.
Call me old-fashioned, but I still model all the details in Maya. I avoid any import/export of objects like the plague if I can. I also feel that I have more control over the model.
Theres a real tendancy to over cook a model with Zb or MB. I really go balls out on the main model and get it as near as damn it before committing to hi detail which gets turned into a map anyway.
Im working on some characters for a pilot tv show at the moment and the VFX director asked me to sculpt the characters in zbrush and make them loo chisled, I put him off straight away as I could do it in the mesh with the arsing about. I did it of course, the mesh is lighter and the rendertime is quicker, and the edits are far easier on character design changes. Theres too much emphisis on super hi detail, the human eye cant even pick it up at 12inches on a normal day unless you are looking for skin pores LOL
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