Hey @Polynaut, you've got some wonderful material work so far. I'm excited to see your progress, will this be full body or just torso and up?
It would be a treat to get an inside look on how you tackle your high quality modeling/texturing. I'm interested in how you manage all the little objects with baking/retopo. Cheers
My plan with this guy was to do a break down when I'm done. Most likely I'll post images of my materials as well as workflow details.
As far as bakes I still use xNormal when I can because of the 'matchUVs' option in the low poly section. On things like the straps and buckles, I have an IMM brush for the the low poly model that I sub-divide and sculpt on. Once I have all my bits blocked in I do a UV pass in maya and import all my subtools back into zbrush so my entire hi res mesh is UV'd. Once I'm done I bake everything with matchUVs and don't get penetration issues like in other baking programs. It also give much cleaner maps in the end.
I should also mention I'm not creating this character as a game mesh so he is much higher poly (sitting around 250k currently with no head/hair). The workflow is exactly this same I just didn't want to deal with creating an actual low poly mesh so some pieces are zremeshed (not great for games) and other a decimated..
Replies
It would be a treat to get an inside look on how you tackle your high quality modeling/texturing. I'm interested in how you manage all the little objects with baking/retopo. Cheers
My plan with this guy was to do a break down when I'm done. Most likely I'll post images of my materials as well as workflow details.
As far as bakes I still use xNormal when I can because of the 'matchUVs' option in the low poly section. On things like the straps and buckles, I have an IMM brush for the the low poly model that I sub-divide and sculpt on. Once I have all my bits blocked in I do a UV pass in maya and import all my subtools back into zbrush so my entire hi res mesh is UV'd. Once I'm done I bake everything with matchUVs and don't get penetration issues like in other baking programs. It also give much cleaner maps in the end.
I should also mention I'm not creating this character as a game mesh so he is much higher poly (sitting around 250k currently with no head/hair). The workflow is exactly this same I just didn't want to deal with creating an actual low poly mesh so some pieces are zremeshed (not great for games) and other a decimated..
Hope that helps!
Thanks,
Tony