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.

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