If you need HD displacement maps to define the figure volumes and silhouette then it means you failed at topology, that's what G9 does. The basic idea is that you should use geometry + normal maps. Indeed retopology is a good part of sculpting, you first sculpt then retopology. You shouldn't use sculpting to define the volumes or the silhouette or the main body features, there's topology for that. The main object features are defined with topology, then normal maps are used for the surface details. Padone Your example is perfect, thank you. That's not 'detailed topology', it's just. G8 topology is just circles around a nipple. Or, if you really need wildly detailed nipples in super ultra zoomed in view, displacement maps. Unless you have prehensile graboid nipples, that detail can easily be handled with Normals. G9 does not require HD more than any previous generation. Notice how the grooves and fiddly details only loosely follow the mesh, and in some cases don't follow edge flow at ALL. I suggest you go look at how objects are designed in many other arenas.ĭetails do not, in fact, have to be done in HD or reflected in the mesh at all. Also, as for HD itself, with G3 G8 you need a lower level of subdivision since you already have detailed topology. With G3 G8 you can avoid HD since you have detailed topology, with G9 you can't. If you want the HD details to be decently defined you need a high level of subdivision, apart the 8K maps. Richard no, G9 is HD based in that the base mesh is simple quads and all the details are done in HD. People are worried about the greater system demands, but mostly that is based on mis-understanding - it's only the detail maps thata re 8K, not the bulk of the textures, and the mesh resolution is comparable to the fourth generation figures (and is equivalent to about one level of SubD baked onto the base mesh for previous Genesis versions, all of which loaded with at least three levels of SubD).
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