>: CG Forums on 3dtotal - The best forums for CG artists :.
threedy forums home
 


Go Back   3DTotal Forums > Help, Advice and Chat > CG Chat

Reply
 
Thread Tools Display Modes
Old 16-07-2010, 11:43 PM   #1
3dsNinja
Registered User
 
Join Date: Nov 2009
Posts: 47
Thanks: 1
Thanked 0 Times in 0 Posts
Game Models High - Low or Low-High?

Hi all ! I was just wondering how you all do game models. I personally think it's easier to make the LP model first then move to the HP, so then you already have your basic mesh set up and there really isn't as much work needed for your HP model. Although, I know quite a few people who do it the opposite. I just wanted to get your opinions on this subject, so feel free to post! =)
3dsNinja is offline   Reply With Quote
Old 17-07-2010, 12:59 AM   #2
paulius-st
Registered User
 
paulius-st's Avatar
 
 
Join Date: May 2009
Location: Lithuania,Vilnius
Posts: 2,820
Thanks: 103
Thanked 361 Times in 340 Posts
Awards Showcase
Threedy Top Poster - Gold: Contributing to the forums with 2,000+ posts - Issue reason: Target reached! Threedy Top Poster - Silver: Contributing to the forums with 1,000+ posts - Issue reason: Target reached! Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! Thumbs up!:  - Issue reason: For doing a great job in helping out! Digital Painting - Bronze: 3rd place in a speed painting challenge! - Issue reason: 3rd place in a speed painting challenge! Speed Modelling - Gold: Winner of a speed modelling challenge! - Issue reason: Winner of a speed modelling challenge! Speed Modelling - Gold: Winner of a speed modelling challenge! - Issue reason: Winner of a speed modelling challenge! Speed Modelling - Gold: Winner of a speed modelling challenge! - Issue reason:  Speed Modelling - Gold: Winner of a speed modelling challenge! - Issue reason: Winner of a speed modelling challenge! Speed Modelling - Silver: 2nd place in a speed modelling challenge! - Issue reason: 2nd place in a speed modelling challenge! Speed Modelling - Silver: 2nd place in a speed modelling challenge! - Issue reason: 2nd place in a speed modelling challenge! Speed Modelling - Silver: 2nd place in a speed modelling challenge! - Issue reason: 2nd place in a speed modelling challenge! Speed Modelling - Silver: 2nd place in a speed modelling challenge! - Issue reason: 2nd place in a speed modelling challenge! Speed Modelling - Silver: 2nd place in a speed modelling challenge! - Issue reason: 2nd place in a speed modelling challenge! Speed Modelling - Bronze: 3rd place in a speed modelling challenge! - Issue reason: 3rd place in a speed modelling challenge! Speed Modelling - Bronze: 3rd place in a speed modelling challenge! - Issue reason: 3rd place in a speed modelling challenge! 
Total Awards: 16
i had a pleasure to do a game model a few times and i would say that i'm one of those few people who do it both ways. i basicly do a characters and organic stuff so i just jum to zbrush and make a quick sketch acording to concepts given or created and then a quick retopolog, uvw fixing, and bla bla bla . and then go back to zbrush for a long detailing, texturing, map creating and bla bla bla. . but the same is when i do a model for animation.
paulius-st is offline   Reply With Quote
Old 17-07-2010, 01:00 AM   #3
NinthJake
The Ninth
 
NinthJake's Avatar
 
Join Date: Jan 2009
Location: Sweden
Posts: 1,807
Thanks: 99
Thanked 52 Times in 46 Posts
Awards Showcase
Threedy Top Poster - Silver: Contributing to the forums with 1,000+ posts - Issue reason: Target reached! Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! Thumbs up!:  - Issue reason: For coming up with a cool design for 3DTotal website 
Total Awards: 3
I usually try to make the low poly first as close to the finished state as possible, then I just sculpt out the really fine details and bake the maps in Zbrush or Mudbox.

I think that it is the easiest way and it often saves me a lot of time.
NinthJake is offline   Reply With Quote
Old 17-07-2010, 03:55 AM   #4
The Prime
Registered Abuser
 
The Prime's Avatar
 
Join Date: Apr 2010
Location: Staffordshire, UK
Posts: 585
Thanks: 15
Thanked 17 Times in 17 Posts
Awards Showcase
Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! 
Total Awards: 1
Creating A low poly model first is best so that you can get your characters (assuming we're talking about characters) proportions to your desired state. You can then rig this character to see how it looks when animated.

Once you have this base, or guide mesh, you can go anywhere from here.

The danger of starting in high poly straight away is that it's harder to refine any mistakes further along the pipeline.

As for a more general rule. If you are planning on sculpting the model, a low poly mesh with a solid (quads) topology would be best. Sculpt the model, then you can optimize the base mesh from your sculpt, and be as mean and dirty with polys as you wish, to a certain extent.
The Prime is offline   Reply With Quote
Old 17-07-2010, 11:16 PM   #5
Crispy4004
Registered User
 
Crispy4004's Avatar
 
 
Join Date: Nov 2006
Location: SF Bay Area, California
Posts: 1,121
Thanks: 4
Thanked 18 Times in 15 Posts
Awards Showcase
Threedy Top Poster - Silver: Contributing to the forums with 1,000+ posts - Issue reason: Target reached! The Golden Grenade IV: For participating in the Dominance War IV and successfully finishing, well done soldier! - Issue reason: For participating in the Dominance War IV and successfully finishing, well done soldier! 
Total Awards: 2
Well, I don't do many game models but by starting with a low poly without the intention of retopo later, you are limited your freedom to refine the shape and form when sculpting. Not to mention your can get a much better fitting and optimized silhouette working ontop of the final high poly model than you could from any reference image.

I suppose rigging and weighting earlier on can be used as a counter argument to this method, but working this way could also backfire if the mesh changes too much when sculpting. Better to leave the final weighting till after the sculpt and topology is completely done, but riggers can always get started with a base model with the same proportions.
Crispy4004 is offline   Reply With Quote
Old 17-07-2010, 11:27 PM   #6
Crispy4004
Registered User
 
Crispy4004's Avatar
 
 
Join Date: Nov 2006
Location: SF Bay Area, California
Posts: 1,121
Thanks: 4
Thanked 18 Times in 15 Posts
Awards Showcase
Threedy Top Poster - Silver: Contributing to the forums with 1,000+ posts - Issue reason: Target reached! The Golden Grenade IV: For participating in the Dominance War IV and successfully finishing, well done soldier! - Issue reason: For participating in the Dominance War IV and successfully finishing, well done soldier! 
Total Awards: 2
Quote:
Originally Posted by NinthJake View Post
I usually try to make the low poly first as close to the finished state as possible, then I just sculpt out the really fine details and bake the maps in Zbrush or Mudbox.

I think that it is the easiest way and it often saves me a lot of time.
Yeah, I definitely disagree with that, at least regarding organic stuff. Pushing, pulling, cutting, and merging verts is never going to be as intuitive as sculpting is for form searching. If all you use Zbrush or Mudbox for is surface detail it's going to show.
Crispy4004 is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:41 AM.


Powered by vBulletin®
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
all images displayed on this site are copyright the original artists and may not be reproduced, copied or published elsewhere without their express permission