Hello everyone!
I'm a solo game dev, creating a 3D indie game. And I would really appreciate some insights on the best 3D workflow possible to model realistic characters/ props/ vehicles, using Unreal Engine 4 & PBR materials.
I can only rely on
Maya LT &
Substance Painter/ Designer because of my low budget
. I can't therefore include
ZBrush/ 3D Coat, although I'm aware of the Sculptris alternative from Pixologic, but I'm not sure how can I really use it in my workflow, especially for retopology.
How can I then model High Poly Meshes? Will that be an obstacle for me to avoid digital sculpting (& High Poly models at all)? Or should I use Maya to create each High Poly Models?
Thank you very much in advance for your answers!
Replies
Your app pipeline is fine for making a Mech game...just a thought.
However, that could have all been done with just Maya LT and painter easily enough. The faces are just minor variations from a scanned base mesh, you could do that with maya's sculpting tools, don't need a lot of subdivisions. I would recommend MD if you want realistic clothing at all. Its very easy to learn, and if you buy one month subscription that is enough time to learn and output yourself a handful of clothing types. Just something worth checking out.