What tends to be the typical workflow for an artist assuming you yourself are doing all the modeling, sculpting, and texturing yourself? I am talking as far a programs go. I have seen many people do it different ways but what is the most effective one?
Example: Zbrush, Maya, Substance Painter etc...
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Every game is different. I'm currently making assets for a 3D game for mobile phones, and I'm also making things for architectural VR. Both completely different. And totally different workflow from art for a realistic on-the-rails PC shooter. Which is totally different from art workflow for a VR platformer.
It all depends. What do you want to make?
I typically make props. No specific use though yet.
Texturing in Photoshop alone is almost objectively slower than using Quixel or Substance at this point. Quixel and Substance are both completely designed around and for a game art workflow.
But as a beginner, keep it linear. Try different approaches. Work through the traditional stages:
build a low/high-poly simultaneously by using a sub-d approach.
Optimise your low.
UV unwrap it
Bake it
Texture it.
Then try a different workflow:
Build a high poly using Zbrush or booleans or similar with 'polysoup' topology
Manually retopo your low-poly and unwrap
Bake it
Texture it
Etc.....Tidal Blast listed the many aproaches/paths to take. Learn them all. It will greatly benefit you as you will gain a wide variety of skills/knowledge that can al, work together as you begin to work on more complex assets.
I just think that 3D-Coat is insanely good for retopology/unwrapping/reordering UV Sets. Substance non-destructive workflow is mandatory nowadays for baking compatible normal maps and texturing. ZBrush is the absolute reference for sculpting and quick sketching. And 3DSMax, well... I can't stand it anymore (unstable, no control on the pivot point, years old messy UI, etc) but that's what I know best for low poly and it's got many excellent tools. I'd maybe advise Modo or Maya for the latter.
Workflow :
2D Sketch or google for references.
HP : Quick Sculpt / Quick ZModeler Low Poly (ZBRush)
LP : Manual retopology (3D-Coat) / Modeling (3DSMax)
HP : Sculpting / Detailing (ZBRush)
LP : Eventual extra retopology / Unwrapping (3D-Coat)
LP : Reordering / Regrouping UV sets (3D-Coat)
LP : ID Maps (ZBRush)
LP : Smoothing Groups (3DSMax)
HP -> LP : Baking of Tangent Space Normals + AO + Curvature + ID Maps, etc (Substance Painter)
LP : Normal Map detailing (Substance Painter)
LP : Texturing / Painting (Substance Designer / Painter)
It's important to respect the steps or you'll end up re-doing your unwrapping or your smoothing groups many times : always keep in mind that going through softs using compatible formats .OBJ and .FBX is far from being 100% non-destructive.
I modified a lot my workflow recently by using Allegorithmic softwares so any suggestions / corrections would be more than welcomed
Well, at the end of the day it doesn't really matter I guess, as long as you can get your work done with a good quality.
You're right, I jump between 4 or 5 softs. But each soft has its qualities and faults. And using the good tools of each accelerates the workflow a lot. Try to sculpt in Max or do some PBR hand painting You have to use more than one.
Biggest fault of Max for years and it's never been implemented : you cannot move and rotate freely the pivot point of your selection. I use this soft since the DOS version and now every soft I know of have this option (Maya for example since 2016 version (only !) , at ANY moment, you press D and everything you do modifies the pivot not the selection). Even Spacedraw on Android does it ! But Max nope. You can specify a pivot for the object (but damn the amount of useless clicks to do so...). But you can't set and snap freely the pivot of sub-object selections. And this really sucks. It's filled with bugs and a too heavy interface with years old obsolete modifiers. It bakes normal maps that aren't compatible properly with any 3D engine, the viewport is the worst around by far, etc, etc. But I use it every day. Slowly moving towards Maya and Modo though. Not sure which one to chose yet.
But for sure you're better the way you feel more comfortable with.