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High quality models are created via sculpting (5-10 million is actually still on the low end for that) before being retopologized. For anything high-fidelty (th
by ImprobableTruth 6y ago
High quality models are created via sculpting (5-10 million is actually still on the low end for that) before being retopologized. For anything high-fidelty (that is, anything you might encounter in a non-hobbyist project) it's _more_ work to create a model with a low polycount. The human work amount for animation is also mostly dependent on the rig, so if you're fine with a simple rig, animating a high polycount mesh isn't really any harder.
What kills it though is that even though raytracing scales well, animation/simulation does not.
- fxtentacle 6y agoI'd guess that rigging a 10 mio mesh will be pretty much impossible in 3ds max / Maya / Blender. Their viewports are not built to handle such an insane polycount. Plus, I wouldn't know of any UV-mapping tool that can handle a 10 mio poly count.
- ImprobableTruth 6y agoWell, you could also use ZBrush for rigging. I think that multi res in Blender can work with up to 10 million polys (or maybe this is a work in progress?), but don't quote me on that. I don't see why you wouldn't just go for vertex colors instead of UVs. Polypainting works fine even at 10 million works in all tools I've worked with (zbrush, substance painter, 3dcoat). If there's some reason you'd want UVs, you could just bake them to UVs afterward.