Guys, I do know that I’m crossposting here, this was actually intended for the Silo boards - Mods, If you don’t like this, feel free to delete this thread, but I really feel that this topic should be discussed here as well.
I think that’s a really important topic, so hold your breath and read through this. I’m currently trying to go away from my old boxmodeling workflow and try to really approach a “sculpt first, care about topology later” workflow.
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I get better results (quicker). It’s really cool, if all you have to care about is form, not topology. In ZBrush, I just care about form the whole time, I don’t think like “But if I do this connect here, I’ll end up with a tri and an N-Gon there, so I have to do some clean up in this area” and stuff like that while I’m sculpting. I make my mind free of all of that “technical stuff”, about topology, etc.
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It’s more fun for us sculptors and we can actually trash our old “modulated workflow” and work on many things at the same time: Sculpting your model, WHILE you’re also laying down textures is awesome. Really. And it feels good!
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You can actually sketch directly in 3d, and instantly see if the forms will work out. Quickly sketching ideas in ZBrush works really well. I’m still sketching on paper first, but often something that looks good on paper, won’t work out in 3d. With ZBrush, you can actually test this out and it’ll take you only about 1 hour and not 5 or 6. Also, if you’re using Z, I found that “resculpting” works extremely well. So if you have, say, 2 characters that have a “similar structure”, you’re able to test their look out with just using the transform brushes for a few minutes (and maybe completely relaxing your model before you start over).
My old workflow was like:
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Blocking out forms in Silo, adding features, doing all the edgecraft in Silo, already caring about topology, etc.
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UVing the whole thing.
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Bring it over to ZBrush and finish up the displacement/normal map and texture maps. If I didn’t care about step 2, I used GUV Tiles in ZBrush to acommodate that problem.
The issue with such a “traditional workflow” is that it’s slow, you’ll often find that the loops that you laid down maybe aren’t in the right place after all and you’ll constantly have to fight with form and topology. For a sculptor, it’s just a much better feeling to not care about topology the whole time while sculpting.
(For all of you who haven’t seen it: Zack blocks out a really low poly model in Maya, brings it over to ZBrush and sculpts all of the SubD levels.
Afterwards he creates a texture in ZBrush where he actually draws in the new topology. After bringing the model over to Maya again, he starts to create the new geometry according to the texture he made. He’ll then use the XY Shrinkwrap Script to adapt all the details from the old model, so that he actually ends up with the same model that he sculpted, but with animation-ready topology)
Of course, I’d use the Topology Brush for the retopologizing stage, but in general, I’d say that this way is a lot more efficient and let’s you create your work with form in mind - and not topology.
So I’m currently investigating how I can use the topology brush efficiently. I’m actually trying out many ways at the moment, for example:
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Laying down the loops first, caring about intersections later. What do I mean by that? I paint all the loops (around eyes, mouth, nose, etc.) seperately first and later on, I’ll connect all of them, by drawing the “intersection lines”. It’s kind of like “painting by numbers”, even though it’s not an easy job to do. I still ended up killing lots of topology lines I laid down, you really have to think a lot while doing the retopologizing!
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Doing it part per part: I’m not a big fan of this one, but it seems to be really efficient: You’ll retopologize the geometry part per part and connect these parts afterwards. Kinda like patching up NURBS Surfaces, heh! The advantage is, of course, that you will not end up losing parts you already created, just because you screwed up a line further down and have to delete it again.
Afterwards, we’ll still be able to use things like XYShrinkwrap and put the geometry back to ZBrush, to paint final details and stuff like that. So the retopologizing pass would actually be somewhere in the middle of the modeling pipeline. Kinda like: Sketch on paper, Sketch in ZBrush until you get forms that you like, retopologize them and finish everything up in Z again.
I’d love to hear how you guys are approaching the whole sculpting/retopologizing thing. How you guys actually use the topology brush, how you guys have implemented the topo brush into your workflow, etc.
For me, retopologizing is still kind of a pain in the ass, you really have to think about a lot of stuff while doing it. Even though the topology brush works really well now, it’s the “thinking and testing” that gives me the creeps: I lay down loops and after 10 minutes, I see that they wouldn’t really work out later on. Also, how would you approach a full body sculpture? If you’re doing it part per part, you’ll still have to do a lot of clean up after laying out the loops. There’ll also be situations where you’ll actually NEED to erase some topology lines but at the moment that’s just not possible (maybe really drawing the topology in ZBrush first, where you can actually erase lines would be clever, huh?) - I still haven’t experimented nearly enough with the topology brush yet, but I think we’d all profit from starting a big and long discussion here where everyone can state “his or her way of doing things”. I’d love to hear some voices from people who actually implemented Silo for retopologizing into their modeling pipeline!
This was about 2 weeks ago. Now, I actually already tried many things, many workflows and I start to realize how powerful this workflow actually is. For example, here’s a model that I quickly retopologized within Maya (Make Live):
But at the moment, I’d say that the Topology Brush is actually the best way to retopologize models. There are still many limitations to this tool and things you have to watch out for, but if you know how you’d boxmodel the forms that you laid down in ZBrush, you shouldn’t have problems laying out the topology in Silo. One trick that really helped me out is to first lay down a few “general edge loops” to define the edgeflow that you’re going for and do the rest of the retopologizing with “mini strokes” - like “edges” that you draw. If you’re doing it right, you’ll be able to just “connect the dots” and still won’t have to redo many parts if you screwed up. Instead of one long stroke, you draw 10 “mini-strokes” that you can delete seperately. You don’t have to draw one long stroke for the topology brush to work correctly, just make sure that they all meet up somewhere.
Also, with ZBrush, it’s a cool thing to use polyGroups and export these as single objects, to retopologize them in Silo. You can then actually throw all of the parts into one scene and only have to “sew” them together afterwards. Or you’re doing it “the Zack way”, drawing the topology onto the color map and snapping verts according to that one. There are so many ways, I think everyone has to find out what works best for him.
In the end, the advantage will be, that you’ll not have to fight with Connecting, dissolving edges and all of this stuff anymore, you free your mind and start to sculpt - and your models will still end up animation ready.
Of course, I do hope that the coming ZBrush update will be as cool as it seems to be, but I think it doesn’t hurt having tried everything…
I really hope that this will turn into a lively discussion where we can share knowledge, post images and just discuss different workflows and ideas behind them.