To all who reply and take the time to read this, thank you very much.
What I'm currently having problems with is a pipeline to go from Maya to Zbrush and back to Maya after having done all my detail work. I'm quite comfortable with Maya and I'am aware of exporting as an .OBJ to make a ztool and then detail it etc. The problem I'm having is I currently have a medium poly character approx 50k tris and multiple meshes (armor pieces, helmet, weapons etc) how would I import this character into zbrush to create normal maps? Would I export each mesh seperately or as a single .obj? Should I have the entire character UV mapped before exporting and can I have multiple maps for my UVs? I know this is a lot to ask, so if anyone can point me in the direction of a tutorial video or the like it would be a huge help. Thanks again for your time. If it helps I can post the WIP character, but I'm kind of hoping for a universal method for this for future reference.
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Then, as in your case, and many others, you could have also started modeling your base meshes in your preferred 3D Package, Maya in this case. As this was your chosen method, then i would personally recommend you to have already UV Mapped the whole thing and lay it properly, ready to export it for High Details. This way you will only need to import them in ZBrush, sculp, bake and get the maps.
There are tons of ways of doing things anyway. I have also seen people deciding to change the layout of the uvs or whatever after having sculped and you can follow some tricks to still get the information in the new uv layout.
Just tell me exactly whats your doubt about the workflow.
After thought, when I import my high poly objects back into maya, can I just throw it back into the same scene that my character was initially modeled? Or do I need to start a new scene?
I also bake a lot of normal maps withing Maya's Transfer Map. It does a good job, not the best but pretty good for me. I just need to do some small cleanup later.
According to your doubt about how to export into zbrush, you can export the .obj entirely and then inside ZB split it, then export the pieces back outside to your scene, for example. Or you could also export every object individually, but this seems to be too much effort that you can avoid.
Im not a big fan of retopology. I find it to be twice as much work as you could do. But i do agree that when you start scuplting maybe you find yourself changing a lot the shape of your model and you do need some retopo.
And yes, if you export your.obj to ZB and then export the same object already sculpted, when you open it in Maya, it will be in the same position it was when you exported it before sculpt.
If you export everything as a single .obj with all uvs set and everything ready, you can open the subgroup palette and split into parts. if you export all this parts as single meshes later, they will still be in the correct position and have the correct uv information. Same would happen if you decided to merge them all back together in ZB after having worked the sculpt, but this doesn't seem to necessary and usually when you sculpt something in separate objects you want to keep them like that to have more control.
Important: Make sure your UV maps from different objects wont overlap. This will cause bad bakings and lot more problems.
I bake displacements and normals in two different ways: directly in Zbrush, or with Maya's Transfer Map tool. When i have done textures and i want to get Normals out of them, i use something like Bitmap2Material.