Adjustments
15 years ago
So as i progress with this 3D model, i'm finding 3DCoat is better and worse at things than i originally thought. It's not bad, just different.
One main thing that i'm finding is it's probably better to approach asset creation in sections, or modules. The major bottleneck i'm getting here is sculpt-to-retopo, and the problem is i tweak shit a lot and work incrementally. That's good and all if you're drawing, but in 3D things are a lot more concrete and you can't do that. So, divide up the scene, and combine as a post step.
When you do this, the complexity of the project will actually go down. It's sort of like trying to move a large, heavy object. Lifting as a large, single object is hard, but if you can somehow divide it up and move each section on it's own, it's possible. So even though there's more to manage and more planning upfront, when you subsidize things, you can focus on one thing at a time and forget about the rest. And that's invaluable when working on a large project.
So i'm off to go rework and plan this model again from scratch.
Later
One main thing that i'm finding is it's probably better to approach asset creation in sections, or modules. The major bottleneck i'm getting here is sculpt-to-retopo, and the problem is i tweak shit a lot and work incrementally. That's good and all if you're drawing, but in 3D things are a lot more concrete and you can't do that. So, divide up the scene, and combine as a post step.
When you do this, the complexity of the project will actually go down. It's sort of like trying to move a large, heavy object. Lifting as a large, single object is hard, but if you can somehow divide it up and move each section on it's own, it's possible. So even though there's more to manage and more planning upfront, when you subsidize things, you can focus on one thing at a time and forget about the rest. And that's invaluable when working on a large project.
So i'm off to go rework and plan this model again from scratch.
Later