Hi,
Kinda new to this forum so not sure where to post this question. It is mostly a workflow related issue. So I was wondering if this workflow is good for creating a game ready character, since it seems to be a bit long..
Organic modelling basemesh Zbrush -> create character clothes -> retopology -> import 3dsmax -> fit hardsurface models to character -> import hardsurface models to zbrush -> detail hardsurface models -> finish character modelling in zbrush -> retopology -> UVmap -> Import to texturing program -> Finish Texturing -> Import texture+model 3ds max -> Rig/skin -> Animate -> Export animation + entire character -> Import >Insert game engine here<
I know it is possible to create hardsurface models in Zbrush but I am more familiar with it in 3Ds max, and from videos it seems to be less clunky and more friendly than Zbrush's hardsurface tools.
Replies
So getting things to a rough sketch state more or less, then viewing in engine, trying to think about that end product in game as much as possible throughout the entire development is a great way to work. Just keep pecking away like that, trying to keep it loose and non-destructive as long as you can. Working this way requires a lot of familiarity with your software... if you aren't entirely comfortable with making game assets, I'd suggest a few simplistic ones first -- sort of a dry run of the entire process before you go full on with your bigger, more complex work.
Technical talk subforum would be the most appropriate place for this, I think.
Working with layers in ZBrush is going to keep it editable. In productions you might be forced to go back and change stuff after importing to the engine, so it makes sense to get used to the non-destructive workflows mentioned.