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3 Dimensional Chat / Help Me! V2

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Oolite
19
Years of Service
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 26th Nov 2010 02:22
I'm going to be around a little more that I have been over the past six months so I'm offering out my help again.
Any problems you're having with 3dsmax, Zbrush and Photoshop I can try to solve. I am definitely more experienced in 3ds max as some of you may know, but I know a fair bit about ZBrush and Photoshop as they are integral to everything I do.
If you're having problems with blender, wings or any other 3d package then post here anyway, the last thread had loads of people on hand to answer questions so if I don't have an answer someone else sure will.
I can still answer modelling, animation, unwrapping and texturing related questions that aren't package specific.
I'll also try to do a little tutorial with a few screenshots for any questions that are asked and I'm going to start putting them into a little section on my site so anyone can jump over to the little FAQ and find what they need.
I don't have time to do full tutorials request though, but i'll do my best to keep on top of your questions. When I find some spare time I'll add the old thread questions into the new website section when I get it up.
Cheers!

Eminent
15
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Joined: 15th Jul 2010
Location:
Posted: 19th Dec 2010 19:16
What does re-topo mean?


Master Man Of Justice
17
Years of Service
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Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 19th Dec 2010 19:26 Edited at: 19th Dec 2010 19:27
re-topo means you reconstruct the model to have better topology, or better poly-flow.

Basically you delete edges without deforming the shape of the object, then replace them in a better manner, and do this throughout the model so you have the same shape.

Oolite
19
Years of Service
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 19th Dec 2010 23:43
Topology is the flow of the mesh on your model, the path that the edges and vertices are taking to create a string polygons. Re-Topology is the act of changing or recreating the mesh flow to suit what you need.
Sometimes when creating a model from scratch inside ZBrush or Sculptris, the models topology is often too messy to use for animation or inside of a game. The standard practice is to create a low polygon mesh and bake down the high polygon normals and textures. The high polygon mesh usually doesn't go to waste though as publications and publishers like to use high polygon meshes for front page covers or advertising.

Hope this helps and thanks for reviving this thread.

Quik
17
Years of Service
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 20th Dec 2010 13:08
okay, just a general question as iam making a new character and i am trying to get it rigged aswell
should i rig first and texture later, or does it not matter much? as i have no internet on the computer atm (at my moms now) and therefore i cant look up rigging tutorials on it, so I plan on UVmapping it while i wait for internet


[Q]uik, Quiker than most
Oolite
19
Years of Service
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 20th Dec 2010 13:43
My usual workflow (in its most basic form) is;
Modelling> UVW Unwrap > Texturing > Rigging > Animating.

The way stacks work in 3dsmax means that you can go about this anyway you want (between Modelling and Animating that is, you can't animate a rig or Unwrap a model if neither of them exist of course )
Skinning and UVW Mapping don't change the structure of the base mesh, ie. they don't add or remove any vertices which would cause errors when switching between stack items, so they are completely interchangeable. I'm not sure how this works in other programs though but I am assuming its the same, someone correct me if i'm wrong.

That being said though, it is standard practice for me to Unwrap and Texture first. It will help throw up texture stretching and odd elements when you are rigging, a luxury you won't have if you do it first and you'll most likely be switching back to the skinning element to fix your rigging.

Quik
17
Years of Service
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 20th Dec 2010 21:44
Iam starting the uvmap tonight then.
thank you^^


[Q]uik, Quiker than most
Asteric
17
Years of Service
User Offline
Joined: 1st Jan 2008
Location: Geordie Land
Posted: 21st Dec 2010 23:45
Ooloite, maybe we can start the thing we discussed a while back now you have time on your hands, hit me up if youre still interested.

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