Need an advice here. What's the more efficient workflow of creating clothing/hardsurfaces for a game character? Using methods shown in eat3d hardsurface techniques (sketch armor etc in zbrush, then retopologize, then finish it, maybe retopo once more, bake normals and stuff) or by creating basemeshes in maya etc, then sculpt it, then retopologize and bake? What's faster in the end? Thanks.
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