View Full Version : Low-Poly/TextureMaster Practice
Mahlikus The Black
11-19-02, 05:39 PM
Say hello to Bob. I have to admit this isnt entirely my doing...started off from the first couple of subdivision of Ken's low-poly cube script. Then I took over. I love low poly!
I am headed back to Z to start one from scratch!
I also learned that My new friend aside from Zifs is the TM!
Back to Z!
http://www2.zbrushcentral.com/zbc_uploads/user_image-1037756382grl.jpg
Hey buddy,
I have to agree with you on that, low poly modelling is the way to go for modelling virtually anything, quite a bit of detail can be made with beginning low poly and also one has much more control over the modelling process.
when I model a head, I start with a sphere of 32x32, sometimes 32x64, but mostly 32x32 :D
he looks good, hurry and post your own 100% low poly test :)
I wanna see what you come up with!
Mahlikus The Black
11-19-02, 06:57 PM
Thank you. Yes it is really fun. Just takes some time to start out. Here is one right smack in the middle of modeling.
Dowzer
http://www2.zbrushcentral.com/zbc_uploads/user_image-1037761050hcd.jpg
Hehe, now thats a damn fast improvement, or was it just Ken's bad modelling showing in the first pic? :D
that looks pretty good, I like the nose and eye sockets, I always seem to struggle with the nose :mad:
Very good so far...really!
Keep 'em coming
Mahlikus The Black
11-19-02, 07:18 PM
Thank you, thought I feel Ken's modeling is amazing...along with a few others.
I thank him so much for making those low-poly scripts! Once again, others as well. :D
heh, yeah I hope that if Ken reads this thread and see's my comment about the bad modelling that he realises that its a joke and that his brain is like gold to me, his tutorials (and many others here, make me really appreciate Zbrush and all it can do)!
Gimme more Ken...Gimme more! :D
drjjwow
11-20-02, 12:24 AM
oh no bitter beer face ..lol.. :D
zerebrom
11-20-02, 07:11 AM
Seems I've missed it: can - please - somebody tell me:
-why starting low-poly, when in the end you land at a very high poly-count again?
-thought it would be of use only if I would take my models to another application?
Thanks :D !
Mahlikus The Black
11-20-02, 07:54 AM
Well, those two heads are not at a really hi cnount. At least not where I used to work. Also, the mesh is more evenly distributed and that aids in the modeling. There is also a better sense of control.
Finally, I would think that one of the biggest benefits is low-poly modeling (im most other apps)are how most things are constructed from scratch. From ZB to Maya, low-poly is the way to go.
Jaycephus
11-20-02, 08:00 AM
I actually like the first one better. It's a great 'caricature' style. :tu:
Mentat7
11-20-02, 08:27 AM
Low poly is indeed a beneficial method but being a user of both adaptive and unified meshes I would have to say the follwing statements really need qualification:
<BLOCKQUOTE>quote:</font><HR>Also, the mesh is more evenly distributed and that aids in the modeling. There is also a better sense of control.
Finally, I would think that one of the biggest benefits is low-poly modeling (im most other apps)are how most things are constructed from scratch. From ZB to Maya, low-poly is the way to go. <HR></BLOCKQUOTE>
First off adaptive methods require starting with low poly, masking, dividing, etc. This results in areas of dense mesh concentration and areas of low mesh concentration. So the statement that the mesh is more evenly distributed is not all together accurate. Sometimes I will approach a model from an adaptive side with the intent of creating the base form. Then when I have that form finished I will skin it using the unified method simply to get the even poly distribution over the piece.
For constructing things from scratch the primitives (ZSpheres, Sphere 3D, Cube 3D, etc) are the basic building block. The skinning method you use should be relevant to the task at hand.
As far as a sense of control it really depends on what you mean by this....able to select a single point or small groups of points and move or alter them? Yes that is the case with adaptive skins. However using a high mesh unified skin you can achieve other effects when moving, scaling etc, that will take less time.
Both techniques have their benefits and disadvantages. The key is to learn in what instance which skinning method would be more appropriate. Remember that ZBrush is NOT Lightwave or Maya et al.... It is a 2.5D paint program and consequently approaches the modeling schema from a completely different angle. Your objectives should dictate the process you choos. In my work I often start with a SPhere3D or an adaptive skinned ZSphere when creating heads. For bodies I will choose adaptive skinning when I am making a simple form. For high detail work I choose unified skinning (example Chaos Knight). I do not wish to spend any more time on the modeling than what is necessary. So I find work solutions to fit the bill. Understanding the tools and knowing how to incorporate them into your workflow will lead to a better understanding of ZBrush and the synergy it provides in your creative process.
I would hate to see unified skins (or any other tool) be removed from the ZBrush Feature list because of a lack of understanding of what they can provide.
Fred S.
11-20-02, 09:29 AM
However I would not call those pictures lowpoly, unless someone puts a gun to my head ;). Try making those guys run smoothly in a 3D game engine with lipsync or some other animation. Make a nice head with max 30 poly and we are talking lowpoly.
Mahlikus The Black
11-20-02, 09:33 AM
Okay well, I am sorry I was so short in my post before. I am at work and squeezing in a word or two is a race for time.
Now, when I said evenly distributed, I did mean in area that require it. Of course the mesh in other areas will lack polys. I guess I just didnt word myself right. I mean to say that the poly distribution flows better (contours) within the model. Thats all. :D
Oh yeah, I was only getting at low poly spheres and cubes. I havent any idea what the ramifications of low-poly modeling are when applying this info to zifs. I am very inexperienced with zifs so the low-poly train of thought didnt even jump into side of ZB....
I do appreciate you correcting/clarifying the situation. I wouldnt want to give anyone bad information. Thanks Mentat!
I am also not going into game ideals of low poly...I am not making models for such.
With my experience. I couldn't make a nice model of anything..especially organic...with only 30 polys. Couldn't do it to save my life..lol.
So low poly modeling for gaming is way outa my league.
<font color="#949494" size="1"> November 20, 2002 Message edited by: Mahlikus The Black </font>
Mentat7
11-20-02, 09:46 AM
Lol Fred! On a general level when we talk about low-poly models in ZBrush we are basically describing models in the hundreds or thousands of polys as opposed to high mesh models containing hundreds of thousands of polys.
And Mike, no bad information here, it just needed to be expounded upon. I am certain there are ZBrush users that incorporate other types of workflows that perform just as well as what I described above. There are many ways to skin a cat within ZB (pun intended). It all comes down to learning the tools.
<font color="#949494" size="1"> November 20, 2002 Message edited by: Mentat7 </font>
This is some really nice work. I hope we are going to see some more of this. ::
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