Im trying to get used to a workflow, i realize that people will have various way in doing this. But as a beginner, im thinking that its best if im following a certain working path when im modeling something.
I wonder which should come first? Up until now ive been doing these steps :
Sculpt In High Poly, then decimate the model. But then i always having these problem about how should i get the UV after that? Should i just do some polypaint for the texture? Or should i do unwrap later in another software and create the UV??
Or should i create the low poly basic blocks first, Unwrap it so i can have the UV map and then import to sculpting program to add the details afterwards
These always kind of blocking me from finishing my work, always ended up unfinished because of i dont know or not sure of which should i do next.
I hope that you can understand my questions, and i hope you can give me some tips and tips for my problem.
Software that i use : Zbrush, 3Ds Max, Photoshop.
Replies
- bring in 3Ds Max and create the low poly using the retopology tools, over the decimated mesh, create UV's, bake from the undecimated high poly, create textures, etc
- use a third party app specialised in retopology to create the low poly, something like Topogun, this might be a bit easier to do than in Max or Maya
- use ZRemesher (with guides for the loops) in Zbrush to get a medium low poly, then optimize it in 3dsmax, create UV's etc
The decimated mesh from Zbrush is only used as a temporary guide for creating the low poly, it's decimated so you don't slow down the software of choice, while still having an idea of all the details. For baking, I just export the undecimated mesh into xNormal, meshes around 20mil points are ok on my machine.
You can also polypaint the high poly in Zbrush - creating the texture (with Spotlight or whatever tools you have)- you can then bake in xNormal the high poly's vertex colors onto your low poly - you'll get the diffuse alongside the normal map.