Hi David,
Although you might see it as modelling twice, Whats really happening is that
you are splitting up the artistic from the technical decision making.
Firstly you can just concentrate on what looks good without having to worry
about the topology. This makes this stage a lot more fun.
The second stage is made a lot easier, as you have the form already there;
So it is much clearer where the topology loops need to go to describe that
form.
Overall, doing these 2 procedures is still faster in my experience, and far
less tedious more satisfying than doing it the 'traditional' way.
Paul
-----Original Message-----
From: David Saber
Sent: Monday, March 31, 2014 11:05 AM
To: softimage@listproc.autodesk.com
Subject: Re: March 28, 2014
Hello Jordi
Thanks for the interesting post. I'm enthusiastic for the modern route.
However, I've watched these videos:
https://www.youtube.com/watch?v=zjBCkLwfomI
https://www.youtube.com/watch?v=uNBhsqozxH4
Doesn't it look like a "double modelling"? The first in Zbrush , a
"sculpting-like" modeling. Then in Topogun, you're back to "traditional"
modelling (moving vertices etc).
?
David
On 2014-03-31 11:44, Jordi Bares wrote:
- Traditional route - You model in XSI/Maya/Max/Modo by means of moving
vertices, edges, etc… tons of work to build something relatively simple
and any director comment may have major implications on topology so not
very good idea although everybody seems to use it.
- Modern route - You model in Zbursh without caring at all about topology,
the client signs the character in a few poses, may be even photoshop it
quickly to give a professional presentation and better look. Then retopo
on something like Topogun and uv with UV layout and texturing in Mari.