Could someone please give me input if this workflow is correct/possible?
1. High Poly Model in Zbrush without any subdivision levels
2. Retopo the High Poly to get a low poly version with edgeloops around the mouth, fingers, joints ...
3. Create a UV Map for the low poly version
4. Copy the low poly UV Map to the High Poly Model
5. Texture the High Poly Model (or could I even polypaint without UVs directly after step 1 without messing up the whole process?)
6. Export Texture, Normal and other maps from High Poly Model
7. Apply Textures, Normal and other maps to Low Poly Model (Is this already called baking?)
8. Pray that it looks great
9. Rig and paint skin weights on the low poly version (is the normal map usually on or off while doing that?)
10. Animate it
Additional question:
If I wanted to have a modified version of the model (f.e. with a hat, shoes or whatever) will I have to redo all the steps for the whole model, or could I just do them for the hat, shoes and whatever and "add" them to the rigged model?
Thanks
Coffeehouse
Replies
1-3 are correct
4 Not correct.. here you do the baking (bakes the higpoly info to the low poly...) Normal, curvature, AO etc. http://wiki.polycount.com/wiki/Normal_map
5. Texture the Low Poly or rig it.. doesnt matter.. Dont need to be textured for that.
6.Paint skin weights dont need to be textured but could maybe help looking at a texured model doing that. Or a checker map
7 Animate or dont!
probably missed something but look at the Polycount wiki or wait for other commenters
To make the polypaint into a texture the hi res model needs uvs, right? So I need to copy the UVs from the low poly model to the hi poly ... or is that a wrong way of thinking?