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i need help in understanding a good pipeline for animation character?

sepehr
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sepehr null
i want to make a lizard low poly with highpoly details, should i make the model in maya then take it to zbrush and sub divide it and export displacement map or should i take it to substance painter and bake the textures or should i do the model in zbrush retopolgize in maya and uv it . if i do that how can i use the uvs in zbrush..i mainly need displacement and normal and texture map so i can make my character look high poly with good details..i would be thankfull if anyone can help me out

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  • SebKaine
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    SebKaine polycounter lvl 5
    i think you only need to think in term of output. what you need in the end is 
    - a low poly model with clean topology and uv
    - a very high poly sculpt with lot of fine detail.
    - your baked map of albedo / roughness / N / P / height / AO .....

    How you get this is your choice, there are no better way than other, it's a matter of taste.
    - some prefer to start in ZB and sculpt directly then do retopo in maya 
    - some prefer to start low in maya and then add the detail in ZB
    - some prefer to bake in ZB or substance or knald ...
    But It's only a matter of taste.

    For my personnal taste 
    - i will start low in maya, because i am bad at sculpting from scratch 
    - then import to zb and add detail 
    - then link the high and low in substance designer and bake from there because i can run it in cmd line without opening the tool
    But other people might prefer to start in ZB retopo in Maya and bake with knald...

    What's important is wich workflow give you the good enough result in the min amount of time. 

      
  • sepehr
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    sepehr null
    Thanks man ..I think il make a low poly in maya and uv it ..make it high poly in zbrush and just paint and add details there I don’t want the extra substance painter step ..thanks for ur reply 
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