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/3/ - 3DCG

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what are the major benefits of opensubdiv and ptex for an independant artist? i heard ptex has zero multithreading efficiency due to renderman, but i'm curious about a workflow revolving around a zbrush model that's just ptex'd and thrown into mari, since i hear mari doesn't give a fuck about how many polys are on a mesh. that being said i do wanna keep doing map passes and rework the mess to make it riggable, but i can't decide whether i wanna rework from the initial sculpt or have a base mesh made using some other modelling package.

i may end up just simply making my zbrush model, baking a normal map, and zremeshing to make the base mesh but i heard that's also really shitty. should i just build on top of the sculpt mesh? then it'd just go into either mari or substance painter for the texturing, which i may just keep really simply for a character's skin/hair, although something more organic like a reptile or some other hairy beast would probably be more reliant on some composite passes. speaking of hair, how does one texture hair if at all? do you just use a solid diffuse and work with an anisotropic shader? should the hair curves be defined in the main rendering package or can you export from zbrush?
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>its another thread of 'how can i become less efficient with the help of top tier tools
forget about ptex lad.
ptex was a meme from start to finish.
>t. poorfag & brainlet

Don't listen to the mongs on /3/, ptex is just leagues above the average untalented underpaid asset monkeys browsing this board
Ptex is just texturing per polygon, how is that more complex than the whole unwrapping shit?
1. The slightest topology modification immediately invalidates all your textures.Think of how easy it is to work with zbrush polypaint, you can rip your model apart and keep the texture. Now imagine the opposite of that, where the slightest pin prick will destroy everything.
2. Ptex only works with quads OR tris. Exclusive or. You cannot put a single triangle on a quad mesh, or a single quad on a triangulated mesh.
3. Your texture maps are opaque binary heaps, not recognizable images. You can't open a .ptex file in Photoshop. Even if you could it would just be random triangles. Generally, the tooling for ptex sucks ass. Don't want to use Mari, Maya, and Renderman? Sorry, that's what you're stuck with.

I'm curious what artists at WDAS think about ptex. It's probably not a big hassle if you have a pipeline where everything is already set up for you.
It'll be fine when you've got it all tooled up and pipelined for you. Same thing when all the studios switched to UDIM years ago, all backend stuff. Good old UVs have been relegated to proxies these days, due to how useful they are for attribute transfers and deformation.

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