But what is this meant for? It seems to me that the original would be better for games, but i suppose you'd need to determine beforehand if you wanted to do any geo deformation with the blade or not. I feel like the 2nd blade is too much wasted geo.
You are completely right. This video is totally misleading. If you are a game artist, you should only distribute polys where they are needed to support the silhouette if you are working on a static mesh. Telling otherweise is jus totally damaging for beginners.
@@harrysanders818 I just had a 3d modeller come in and take over a building I was making and spent all day re-topologizing the mesh before she could continue working on it... I was thinking like wtf... Why do you need to do this to the building which has flat walls and was 3k polys now its more like 15k polys for no visual difference in the end result... when I learnt modelling 20 years ago for games it was like you had a poly budget of 300... I can understand for characters or any deformed surfaces but in most cases I was taught that its the silhouette that matters especially with non organic... I'm just trying to see if I'm wrong or not so I can work out if my workflow is wrong
Hello sir. I'm a beginner and I want to know the difference between render passes and render maps. And which one is essential after modelling. So can u please make a short tutorial on this in Maya 2014 or in 2016.
Aah! I see. Is it particularly important for games? Let's say i want to have one big crack that goes over the blade and the handle. Should i rather tesselate and sculpt the crack in and bake that to my lowpoly, or can i just use a sort of bumpm.... Oh. There i see potential problems. Is it about the uv that will respond strangely then? Sorry for i dont know much about this topic :D
For a game I would certainly bake it from the high to the low. But that means that the high poly needs good tessellation for sculpting. That is exactly the point of this video
This one is pretty important for your workflow guys, I hope you enjoy it !
Mike you're awesome!
pro trick : you can watch movies on KaldroStream. Been using them for watching all kinds of movies during the lockdown.
@Kayson Randy Yea, have been watching on Kaldrostream for months myself :)
Hi Mike, you are a life saver thank you for creating this channel
You are very welcome
Your videos are always so useful, thank you so so much!
Very welcome Nora
So the remeshed sword is the one you would use, for example, in a game engine? The new one with tesselation is better than your old one?
Another great video!! Thanks Mike! This is exactly what I needed to know!
You are very welcome
But what is this meant for? It seems to me that the original would be better for games, but i suppose you'd need to determine beforehand if you wanted to do any geo deformation with the blade or not. I feel like the 2nd blade is too much wasted geo.
It is not about how high the ZRemeshed polycount is... It is about how it is distributed
You are completely right. This video is totally misleading. If you are a game artist, you should only distribute polys where they are needed to support the silhouette if you are working on a static mesh. Telling otherweise is jus totally damaging for beginners.
@@harrysanders818 I just had a 3d modeller come in and take over a building I was making and spent all day re-topologizing the mesh before she could continue working on it... I was thinking like wtf... Why do you need to do this to the building which has flat walls and was 3k polys now its more like 15k polys for no visual difference in the end result... when I learnt modelling 20 years ago for games it was like you had a poly budget of 300... I can understand for characters or any deformed surfaces but in most cases I was taught that its the silhouette that matters especially with non organic... I'm just trying to see if I'm wrong or not so I can work out if my workflow is wrong
Hello sir.
I'm a beginner and I want to know the difference between render passes and render maps. And which one is essential after modelling. So can u please make a short tutorial on this in Maya 2014 or in 2016.
Render passes are used to compile a picture. Render maps are applied to a model when animating ( but can also be used for a picture )
Mike Hermes thank U sir for this...
i export after making the mesh soft and adding some supporting edges where ever needed
mike whenever i export my maya mesh to zbrush the hard edges always comes up and its very bit annoying to smooth them out is it a way to fix this
How do you export ?
Mike can u make some Zbrush tutorial for beginner? I model on Maya now i am interested on zbrush.!
I will
i have to smooth the edges manually and not getting the results i have in maya can u help me out
Hello Sir
I'm modeling a violin using NURBS and stucked in spiral part of it.
I need your help, can you?,please
I don't model with nurbs, sorry
Oops!
Thanks for response
Aah! I see.
Is it particularly important for games? Let's say i want to have one big crack that goes over the blade and the handle. Should i rather tesselate and sculpt the crack in and bake that to my lowpoly, or can i just use a sort of bumpm....
Oh. There i see potential problems. Is it about the uv that will respond strangely then?
Sorry for i dont know much about this topic :D
For a game I would certainly bake it from the high to the low. But that means that the high poly needs good tessellation for sculpting. That is exactly the point of this video
Why don't just crease and simply subdivide it in zbrush? Wouldn't that do the same job?
please sir do some zbrush tutorials
sometimes forget clean my geometry 👌
And as you can see it is very important :-)
Mike Hermes yes sir👍
mmm i prefer make my hard surface in maya and characters models in zbrush and make retopology with quad draw in maya
And that is totally fine