I've recently been bogging myself down into Maya and Mudbox trying to optimise my workflow between the both, however I seem to have hit a bit of a wall with a misunderstanding of of workflow and retopologizing.
I'm just having a few problems with asset and character modelling back and forth from Maya to Muddy. I tend to build a lo-poly object, a door for example. Then add divisions to keep the base shape for Mudbox. Then once all the sculpting has been finished in Mudbox extract the Normal map to place on the Lo-Poly object.
I'm all a little bit confused on how this workflow works properly, so any help would be greatly appreciated. Sorry if it seems like I have no idea, I've tried many different videos and I'm getting told different things off each so I am a little lost.
Thanks Vocari.
Replies
This is just my own workflow which works for me, hope this helps
And baking Hi-poly and Lo-poly what does this involve?
Sorry for all the questions just wanted to start with a good workflow and save me some time in errors.
Thanks again, Vocari
Here is a good example of workflow and when to retopo I found linked elsewhere on polycount.
http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html
As for baking there is a lot of info on the forums here.
http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html
This goes over the best practises for optimising your geometry for normal map bakes.
As for baking in maya I'm unsure as I use max however if your wanted to try Xnormal its free and you can get it and read the tutorials on the website.
http://www.xnormal.net/1.aspx
Vocari.