At first I though the same but there are a couple of factors that are too good to be missed
- You model without distractions, quick sketching and lead to fast client approval and that is always good - Second, when you work your retopo you are actually putting your vertices in the right places, meaning your volume is very close to the final displacement which means your animators and rigs will work much much better. Now the thing is that on a normal route you would model your mesh, then you sculpt it, then you apply your displacements but the volumes are not very good as the sculptor when bananas… well… it is a very good idea to reverse it. And if you look around how modern pipelines work you will see people in film specially use Maya, but only for the rigging and animation, *everything else* is done somewhere else - Zbrush (as described) - topogun - Uv lyaout - Mari - 3D Equalizer for tracking and base model reconstruction -- maya for rigging and animation -- - Cloth is shifting from Maya to Marvelous Designer and if you see it working you will know why - All FX go into boudin - Lighting tends to be done using specialised tools or deferred to compositing (nuke of course) - All rendering go via Arnold, PRMan or similar. So the reality today for big film work is that it is a very very fragmented toolset. In advertising things are moving towards that too although it is tricky given the little time we normally have. hope it helps Jordi Bares [email protected] On 31 Mar 2014, at 11:05, David Saber <[email protected]> wrote: > Hello Jordi > Thanks for the interesting post. I'm enthusiastic for the modern route. > However, I've watched these videos: > https://www.youtube.com/watch?v=zjBCkLwfomI > https://www.youtube.com/watch?v=uNBhsqozxH4 > Doesn't it look like a "double modelling"? The first in Zbrush , a > "sculpting-like" modeling. Then in Topogun, you're back to "traditional" > modelling (moving vertices etc). > ? > David > > On 2014-03-31 11:44, Jordi Bares wrote: >> - Traditional route - You model in XSI/Maya/Max/Modo by means of moving >> vertices, edges, etc… tons of work to build something relatively simple and >> any director comment may have major implications on topology so not very >> good idea although everybody seems to use it. >> >> - Modern route - You model in Zbursh without caring at all about topology, >> the client signs the character in a few poses, may be even photoshop it >> quickly to give a professional presentation and better look. Then retopo on >> something like Topogun and uv with UV layout and texturing in Mari. >>

