Thursday 22 February 2018

Retopology

In my research into retopology methods, I found that there are more ways than using 3DS Max and the freeform tools.

ZBrush and Mudbox

ZBrush and Mudbox have automatic Retopology functions that can retopologise a sculpted object with customisation options to maintain certain topology in key areas of a model. For example, a face may need more focused topology than the body of a character. ZBrush has the option to PolyPaint to define areas that need double the amount of polys.

The problems I've found with this method is that the topology is still automated and the topology still has room for optimisation.

3DS Max Freeform tools

I found 3DS Max freeform tools ensured that I had more control over topology, but it was a very manual, time consuming method. However, it is still a viable method, but for my project, it would need to be taken into consideration the amount of time this method takes.



Retopolgised Version of sculpt

Baked Normal Map on retopologised model

Sources

Knowledge.autodesk.com. (2016). Freeform Tab 3ds Max [online] Available at: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-2D8C6EFA-6073-4CCF-ABE7-E87FF6F0ADA0-htm.html [Accessed 8 Feb. 2018].

Mudbox Help (2014) [online] Available at: http://download.autodesk.com/global/docs/mudbox2014/en_us/index.html?url=files/GUID-3F981486-5AAD-44BA-B1B3-84B19DA50C1E.htm,topicNumber=d30e29698 [Accessed 7 Feb. 2018].

Friday 2 February 2018

Modeling/Sculpting Stage

The first stage in my pipeline is the Modelling and sculpting stage. My initial research tested some modelling techniques, but as per my feedback, I looked at modelling a small asset to determine the order in which I would geometry model, and sculpt.

Because I chose, also, to reevaluate the Software I used for Sculpting, I have tested a few assets, rather than just one asset, to get an idea for the advantages and disadvantages of sculpting certain things. For example, Hard Surface Modelling in 3DS Max can require a lot of polys to avoid the default "sharp" edges, but is generally easier to accomplish compared to sculpting flat surfaces in ZBrush.


Softer Edges in 3DS Max using Turbosmooth
Kukri Knife modelled in 3DS Max to test Hard Surface Modelling Techniques 
Sculpt of Mountain in ZBrush, ready for retopology
Pillar 3D Modelled in 3DS Max, then sculpted in ZBrush, and textured and baked in Substance Painter

My tests aimed to:

  • Determine which methods in the modelling stage would be the most efficient
  • Which methods would also allow me to produce a quality of work that is portfolio-ready. 


The Kukri Knife took significantly longer to model in 3DS Max, but produced a model that needed no retopology and came in at a lower poly count than any of the ZBrush sculpts I produced.

The mountain used ZBrush entirely to model, handling retopology after the sculpting process. I found this process the most time consuming, but could understand the necessity of it for sculpting organic modelling in a short amount of time.

The method used for the pillar involved geometry modelling in 3DS Max, then sculpting onto this primitive mesh in ZBrush. The high poly model was then baked onto the original, low poly mesh using Substance Painter, reducing the poly count to under 1000 polys.

This method ensured that the geometry was never dramatically warped during the sculpting stage, but it would depend on the complexity of the geometry being produced in the final product.

Next Step

These tests helped me to determine a workflow for this stage of the pipeline, so I would, therefore, like to stress test it. I have found that sculpting from scratch in ZBrush is not advisable with my current level of skill, and so these further tests will focus primarily on the Geometry modeling (3DS Max ) >Sculpting (ZBrush) > Baking/Retopology (Substance Painter)

There are also different methods of retopology, using different software, which I feel i can test in more depth, dedicating a post to just the findings from that.

Thursday 1 February 2018

Sculpting Program

By undertaking this testing phase again, it gave me a chance to further investigate which of the two sculpting programs to use. Whereas I previously only had access to Autodesk Mudbox, now I had the chance to use ZBrush and compare the two.

Mudbox definitely used a more familiar layout that I was accustomed to, being part of the Autodesk Software. This meant there were a lot of shared traits with 3DS Max, and I had also learned my way around the software during the first few weeks of my project.

However, while ZBrush lacked this familiarity, it made up for this in the intricacy that it allowed one to sculpt. An array of brushes were available with precise settings for each brush, and any deformations and modifications one wished to make on the model.

Setting up Reference images was intuitive, integrated into the scene so that the sculpting was easily comparable to the source images at any point during the sculpt. This is in contrast to the limited projection settings provided by Mudbox.

In terms of learning this new software, ZBrush was the more popular among 3D Modelling forums and websites. The tutorials available were more in depth and plentiful, especially on Lynda.com, my preferred means of tutorials.

Next Step

The test that I want to undertake makes use of the sculpting software, so after learning it, I would like like test some assets out in it to determine this area of the workflow I am wanting to follow. By doing this, I hope to assess whether it is preferable to sculpt from scratch in ZBrush, then retopologise, or to create a poly model in 3DS Max, then sculpt in ZBrush and return to 3DS Max to retopologise. 

The method of retopology also needs addressing, as many programs are capable of doing it, but I need to figure out which is the most efficient, effective and professionally used, if applicable.

Sources

Munoz, P. (2018). Learning ZBrushCore. [online] Lynda.com - from LinkedIn. Available at: https://www.lynda.com/ZBrush-tutorials/Welcome/648907/690587-4.html?autoplay=true [Accessed 1 Feb. 2018].