1. #1

    Default Griffin WIP. What's next?

    My (first) sculpt has been changing very little with each iteration for a few months now. It has 31,046 polys.



    Before I work on feathers, wings, and textures, I need to confirm with others that it is both good enough and optimized enough to be in a videogame.

    Can someone please give an honest opinion on this sculpt from a professional standpoint so I can try to improve it?

  2. #2
    New Member Follow User Gallery
    Join Date
    Jul 2011
    Location
    Russia
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    Default

    Retopology is the next step after sculpting process, I mean there is no strait way from Sculptris model to model that can be rigged and animated. Mesh from Sculptris has irregular topology so (especially if your model would be animated) you have to recreate valid topology through retopology process. Sculptris hasn't retopology tool so you have to use "external" 3d editor to do it. Some of them has autoretopogy tools such as ZBrush/3dCoat or you can manually do it in any polymodeling 3d editor like Blender(free), Maya, 3ds max, ..
    You should familiar yourself with general cg character development pipeline. Just google it There is good tutorial - http://www.youtube.com/playlist?list...CeZik2h_orBuSu.
    Plus there is cool post about modern trends https://watermanp.wordpress.com/tren...pipeline-2014/. Hope this would be helpful.

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