Im currently working on a game quality character and I'm in the process of blocking out the low poly in Maya. (I know, it would be easier to start in Zbrush but I'm a creature of habit) What I'm curious about is the character will have rips and tears in parts of his costume. Now for low poly I could just use a transparency map to simulate the holes on a single plane. With bumping up the quality with a high poly for generating normals, what would your process be to achieve this? Dynamesh subtractive geo into the mesh to punch out holes? Would I be able to sculpt the necessary details into a single plain and have wrinkles and material textures translate and just use a transparency map as I would for a low poly model? Any help or links to a tutorial would be great. For the sake of simplicity lets say it's targeted destination is UE4. Thanks in advance.
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