Hi so basically am trying to make assets by creating base meshes in Maya and then using z brush to detail them, especially organic shaped models. I have been hitting the stage of wanting to create a low poly, either using mud-box, mesh-lab or using quad draw, but since I created the base mesh as separate objects and just combined them there is like empty space, so with quad draw I was concerned if I put polys over the spaces it would create weird normal maps and I can't use mud-box unless I retopo each object, and then each normal would need to be baked individually. So basically should I just start over but keep in mind to create a base mesh that is one object or continue and see if quad draw works or retpo individually in mud box?
Hope I made somewhat some sense :P
here is the base mesh and the z brush sculpt,
Replies
You made some pretty large silhouette changes in the slumping/droopy cushions, that creating a new low-poly would be better than using what you started with.
My workflow is more like this:
1) Block out
2) High Poly
3) Low poly/Unwrap
4) Bake
5) Adjust as needed