Hello guys! I’m relatively new self-taught 3D artist. I would like some advices about film/cinematic modeling from you coz I want to learn, practice and build my portfolio in that area. I use ZBrush, Maya as main softwares, and now I’m looking forward to use Mari as a texturing tool. My inspiration is Blizzard’s World of Warcraft cinematics, also something like Warcraft movie. Which doesn’t necessary means that I want to work in future for Blizzard
So my questions are simple…
- How are cinematic/film models different from game models beside poly count and different mapping?
- What should be max poly count for cinematic/film character/creature with all assets? And what maps are usually used?
- Should I focus on learning and rendering my models professionaly using something like Vray or Arnold?
- How small assets like chain, lace, etc. should be retopologized to not get high polycount?
- Is there any decent online tutorial which can help me from start to finish making of cinematic/film character model?
- Is Zbrush’s fibermesh valuable for hair and fur?
- How my portfolio should look like?
- Is polypaint valuable? If it is, for what?
I guess that most of realistic modeling comes from great topology. I like to start my project from dynamesh or zsphere, but should I retopo my mesh after whole model is finished or after I make an mesh and before detailing same, and then lower subdivision from that and bake maps?
That’s all I can think for now, and I know it’s a lot of questions, so any reply, tips and tricks, would be helpful.