Hey Polycount,
I'm starting a study on my first high poly character (A ship cat). I've looked around youtube and seen several videos however they don't seem to pin point what actually goes behind before the UV and painting takes place.
From what I understand after a character has been T/A posed or in this case a creature is just posed standing. We will flesh out the detail and paint on a high poly model before creating a low poly clone to create a UV map. At this point must we actually turn off dynamesh and increase sub divisions before sculpting and painting in the fine details? Or is there a way to turn off dynamesh after sculpting the fine details and then simplifying for UV mapping?
Replies
After that, I personally duplicate the subtool, use decimation master to lower the polygons to an acceptable level, and then you can either retopologize [In your case maybe your medium poly mesh] with Zspheres in Zbrush or retopologize in Maya (Which is my preference) using live surfaces.
From there, it makes it a breeze to UV unwrap the low poly and begin texture mapping.
It would be easier to help if you had screens included.