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For people in the industry, how important is being able to retopo your models? Is it absolutely necessary to have animation quality topology on your sculpts if you're just applying for a modelling position?

I'm asking because I have a lot of 3d models I've done in high poly as random side projects (zbrush, blender, etc) but retopo is a pain in the ass for me. I planned on making a demo reel of these to apply for modelling positions. Should I hold off and do ones with proper retopo first?

Pic related by not my sculpt
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>how important is retopo
Oh my god. We live in a society. Have we truly gotten so lazy that this question is seriously asked by a human being?
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>>680851
No its the future. We've figured out that if you have bad topology you can fix it by just adding more polygons to the mesh.

We don't even use tools that make it easier anymore in the industry. We just use IMG2MDL and it already does 90% of the work while we go out and grab brewskies. Yeah everyone in the industry calls beers "brewskies" get over it.

Who cares about proper shading when you can press the fix my model button and then send it off to the render farms right guys. I shared your post with all my industry buddies and we think you're perfect to join our crew, hopefully you like to crank brewskies while getting blown by models. Not like clothes models but hand models, but they suck dick good thats all that matters.
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>>680851

Depends on the job. With characters mostly you will use a basemesh and project scan data to it and clean it up.
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Press the remesh button in the newest Zbruhs
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>>680854
You're not supposed to go around telling those things. Didn't you sign an NDA like everybody else?
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>>680851
>Is it absolutely necessary to have animation quality topology on your sculpts if you're just applying for a modelling position?

If you're a modeler, you're expected to be able to stay under poly limits for whatever the project demands. You're also expected to be able to reduce the number of polygons as much as possible while retaining visual quality. This is what normal maps are for... reducing the stress on hardware while retaining the illusion of quality. Despite what it may seem, generating normal maps is a modeler's job and is not really a part of texturing per-se. If you can't adhere to these standards, in my opinion at least, you're not really a modeler, you're a sculptor or a hobbyist, you're under no technical constraints that would be handled by a modeler, you're not doing the job of a modeler all the way through.

I can't believe this has to be said too, but a sculpt that won't be retopo-d is useless for any sort of project. Even 3D printing I believe, has you decimating the mesh to some point. The only usefulness of a raw sculpt is to be put on artstation for cheap likes. So don't bother making a demo reel out of it unless you're willing to learn how to retopo your pieces. If you get an art test, chances are they will give you a poly limit and they'll check your topology, in which case you're fucked, if you even turn anything in. Don't waste the company's time because if you fuck up they'll ask you only to apply again in 6 months.
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>>680851
Also no offense but
>retopo is a pain in the ass for me
>just aplying for a modeling position

You sound like a lazy princess. You think you're gonna waltz into a job and you're gonna have a dedicated retopo gremlin to cater to your every royal sculpt? China hasn't quite found a way to mass produce disposable labor out of vat tubes yet.
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>>680858
>Even 3D printing I believe, has you decimating the mesh to some point.

the only thing about this is it depends entirly on the model size and quality of 3d printer

the larger your printer can make the model, the finer details you can put in etc
that said i do a lot of 3d prints and i never decimate, its just not a constraint that needs to be considered
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>>680851
They hire dummies to do that and figure it out.
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>>680854
That's good to know, thank you.
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>>680858
>>680855
Would you say a portfolio full of retopo jobs, even if the high poly sculpt isn't sculpted by you, is more valuable then?
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>>680912
if you live in india, sure.
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>>680912

I would say the opposite is true. Create high quality art and companies wont care if you cant male low poly's.
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>>680851
Having a specialization isn't an excuse to be a one trick pony that falls apart the second they are forced to step out of their comfort zone.
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>>680856
At school they tell me never to use this because it's amateurish and I should retopo by hand but the machine always does the work better. Are they just bitter they had to do it by hand before or will companies really know? It works out fine if you use polypaint groups on the face first.
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>>680983
post you're rigged and animated zremesh model
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>>680851
ffs just fucking retopo it's not hard.
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also,

>>680985

Zremesher is impressive but it's not god.
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>>681051

The people who made the kaijus in Pacific Rim 2 used ZRemesher along with some hand done stuff to save time. They go into it in this presentation.

https://www.youtube.com/watch?v=zmJWlibqNFE
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>>680983
try rig and animate a zremeshed model you fucking zbrush cowboy.
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>>681116
Cope, hand retopo monkey. Autoretopo is the future, the skill you spend years learning is useless.
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>>681257
lmao
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>>681110
The auto process has a lot of things helping its feasibility in this case though:

- Save for a few carapaced ones, lots of them are purely organic and it doesn't really matter how the topology is in a lot of places as long as the limbs and other bendy places like the jaw have the usual loops you'd expect, which can be easily traced with the topology tool.

- They're usually seen in massive sweeping shots and the camera rarely goes up close to catch a glimpse of any texture or topology stretching/imperfections.

- This is a movie so you can typically pick more flattering camera shots as opposed to the fixed camera something like games or VR usually have.

- The whole thing is covered in heaps of post-processing and color correction and there's usually a lot of destruction in most shots the monsters are involved in, so it's easy to draw attention away from any points you don't want people to see.

- It's a monster from another dimension so who is to define that something looks wrong or off, it makes the whole thing very subjective.

Not to dismiss the work they've done, it's fantastic and I couldn't even start to do it in half a decade of trying. But I personally only think they got away with going with an auto-approach because they identified that it would save a lot of time and wouldn't be a big deal if anything ended up odd or strange. A manual approach takes far more time but it'll always be of superior quality if done by a pro.
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>>680851
No company is going to hire you for sexy sculpts if you've never worked in industry before
The number 1 thing any studio wants from a junior is retopo and unwrapping skills, preferably with some skinning
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>>682999
Isn't skinning one of the more difficult tasks a 3d artist can do? Why would they trust that to a junior? Retopo and unwrapping I can understand since that's just tedious vertex clicking.
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>>683033
What? Skinning is easy as fuck. It's easier than making good topology.
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>>683035
We're talking weight painting in regards to skinning too right? I always found that the most tedious thing to get right. Though admittedly it might have been caused by my less than ideal topology.
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>>682999
this post is 100% bullshit
if your thing is sculpting, you'll get hired for just that, and the employer won't care about remote skills like skinning (which is usually not asked from a modeler, or even a generalist)
retopo and UVs are definitely a plus, but it depends on how specific the job requirement is.. it may not be necessary at all (though, again, certainly a plus)

>>683033
reasonable

>>683035
creating good skinning isn't easy at all
in fact, I would argue that nothing in 3D is truly easy once you consider all the technical knowledge attached to each task
if you're quick to dismiss one as easy as fuck, it's probable that you're a good ol case of Dunning–Kruger
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>>683038
cont. for OP
>>680851

go for a demo of your sculpts, mate
showcase them well and don't worry about the tasks that you're not comfortable doing yet
if retopo/poly-modeling is a thing that you want to add to your skillset, go for it, but don't think of it as an absolute obligation
the most important thing in showing your artwork is to demonstrate its high quality and show that you can be versatile in this field (creatures, characters, clothing, etc)
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>>681116
this
give a zremesh to the guy rigging/skinning it and he will throw a garbage bin at your idiot fucking face
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>>680851
Well for one thing an over-detailed sculpt like that is a waste of time because those scales would be just as well if not better represented by a texture. Seriously, if you're planning on animating anything besides A list hollywood summer blockbusters, you don't need or want a model so heavily sculpted. Those scales will just make the testurers job harder while doing nothing to improve the overall look.
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>>683046
False
Current AAA games also use highly detailed sculpts to extract all sorts of information from it (normal, cavity, AO, etc.) to help/guide the texturing process and overall enhance the final result
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>>683036
>>683038
If you are having any difficulty weight painting then it means your topology is shit, weight painting is around 15% or less of the work involved in rigging

t. rigger
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>>683047
Agreed, High polies can be baked down into low polies with amazing results if the UV's are good.

Go for some job-applications.. worst thing that can happen is you get a no, In terms of topoligy.. If you want to do creatures and characters... knowing how to topo is quite essential, even in big companies, and especially in games.

static meshes however, you can bullshit with Zremesher or even use Decimation-master Photogrammetry is often decimated meshes (decimated meshes are a bitch to UV-though)



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