Can someone give me some insight on how actual professional character artist deal with creation of game characters with Zbrush? My current workflow is to create reasonable low poly mesh, import it to Zbrush to add detail (usually small once), and bake normal map and AO map from either Zbrush or XNormal.
With latest and greatest iteration of Zbrush it seems more easy to create stuff directly from there. But then, if I am to create a character from very low poly base mesh, in Zbrush, how am I supposed to handle stuff like inside of the mouth and eye sockets?
Pretty much anything related to characters in games in Zbrush is meant for promo rendering, baking maps, figurine type stuff and not actually in-game use.
Replies
For making things like mouth bags I add it after the retopo step, take the mouth parts into zbrush and sculpt them, then bake out the mouth separately and combine the maps in photoshop (called an exploded bake).
For personal work there's nothing stopping you from just working in dynamesh and then do retopo afterwards. I've done a couple of characters that way for the sake of time.
Exactly what's your issue with making eye sockets and mouthbags in lowpoly?
PS.
Are you from Herts by the way ?
No.
Adjustments and technical details like the handling of mouth cavities, eyeballs and so on will all be taken care of there. There is no point in jumping through hoops in Zbrush to do all this - it will only be frustrating and slow.
Good luck, and don't hesitate to post your progress here along the way ! This will bring more practical answers, since there are always different ways to go at all this.