![]() Now, if you like high-poly 3D art, I am the last person trying to tell not to touch it with a ten foot pole. especially when you are creating a simple low-poly look, like many Indie games do (which do it just as often because they lack the resources to create beautiful AAA style high-poly art for a full game as they do it as an artistic statement). MOST Indie studios will NOT have ZBrush in their pipeline, at least not for high-poly scrulpting, BECAUSE high-poly sculpting is not a very efficient way to create 3D models. Also, oftentimes base meshes are kept and reused from project to project.Įfficient - Define that word before using it for describing the AAA studios art pipeline of choice. There are tools and workflows to create the base mesh in ZBrush itself, but the oldschool way of creating the base somewhere else is still often found. ZBrush usually is used with a base mesh created in a boxmodelling 3D App like Maya, Max or Blender. ZBrush is MOSTLY used for sculpting high-poly models that then get baked onto low-poly retopo meshes. There is also Blender as a free alternative, not as good, but usable. From personal expierience I'd say there are alternatives just as good, but cheaper, if you want to get into that kind of thing. I'm looking forward to building stuff over the next several years.ġ) ZBrush is pretty much an industry standard. With brutal honesty, how much can one achieve as a solo developer/designer? Is it just a matter of time, or are some goals completely out of reach for a single individual?.Is it honestly possible to animate all of the movements using stuff like Poser or is it really better off mo'capped, like I've seen in industry game studios? One of the big concepts I'm trying to achieve in my game is hyperrealism in terms of movement for characters.In theory could you apply the same animations to multiple skeleton rigs of varying sizes? I'm under the (possibly false) impression that you can have different skeleton rig sizes as long as the joints are the same, right?.Is this simple a swapping of textures on the same model? Is it an actual change of the entire polygonal mesh? How do games achieve the illusion of having a ton characters/people (NPCs)? I understand that characters have "skins" that are interchangeable.That sounds really efficient to me for designing unique characters - is this a common workflow in industry? From what I've seen poking around, I hear that some people design characters via sculpting with ZBrush from a base mesh or some other programs and then convert their high-poly meshes to low-poly meshes for use in-game.But I guess the first step is to always just learn as much as I can, so here goes my list of questions:
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