I’ve done some searching and I can’t quite find what a common “workflow” is for Unity 3d Asset creation.
I’ve been looking at tools like Silo and Sculptris, 3d-coat etc… they all look great.
What I am confused about is how artists generally work. (I realize the programs used and techniques will differ amongst artists…I’m just looking for some of the common workflows).
Silo is fairly straight-forward polymodelling. These meshes can be made low-poly and brought right into Unity (well after exporting them to the correct type). But how do the other tools fit in? I am confused how programs like Sculptris and 3d-coat enter the workflow. The sculpting meshes cannot be used can they? Are they supposed to enhance the low poly model?
This is where I get confused. I’d love to hear what some of the artists out there are doing. I’ve been programming for way too long… and have almost lost touch with my artistic side! I want to try my hand again at some of the more artistic pursuits, but could use some advice!
Not exactly an expert artist here…but here’s a bit of info.
An artist can use a 3D sculpting program (like ZBrush) to create a high res model. Since this model with have far too many polys for real time use or animation, they can re-topo the model to create a lower-res version. Re-topoing is basically just converting the high res model into a lower res version by redrawing the edgeloops on the model.
The artist can then import the low res model into something like Maya or 3ds Max and rig it for animation. Once it’s fully animated, it can be exported for use in a game.
The high res model is used to create a normal map, which can be applied to the low res model. Normal maps contain information that helps add definition to a model by altering the direction pixels are facing. With normal maps, you can add grooves, cuts and bumpiness to lower res models.
Ah ok, this is what I figured, and it makes sense. Now I just have to figure out what programs I want to purchase to move forward with.
I am very drawn to 3d-coat as well as Silo… 3d-coat does seem more powerful though. Has anyone used either of these programs? And are both of them easy to use with Unity?
Thanks for any and all advice!
(And thanks for the pointer IronWarrior, much appreciated)
The program you want to purchase depends of what are you going to do. But sometimes you need 2 programs for a good workflow.
Keep in mind that some tools can serve for many stuffs, like Z-Brush/Autodesk Mudbox which is meant to be a char modelling tool but can serve to model props like rocks or even hard edge objects, like vehicles.
Autodesk 3DS Max can do some stuff that Z-Brush/Autodesk Mudbox do, but it will never be the same quality of char modelling. Homewover, hard edge objects will be far easier to model and better looking in this package.
There are also many package that do the same thing, take Blender, Maya, 3DS Max for example.
The way you choose your program must be a good choice as often, packages costs money $$.
So I think the best way to make a choice is by trying with (often) 30-day trials.