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Another newb question

Coffeehouse
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Coffeehouse vertex
Could someone please give me input if this workflow is correct/possible?
1. High Poly Model in Zbrush without any subdivision levels
2. Retopo the High Poly to get a low poly version with edgeloops around the mouth, fingers, joints ...
3. Create a UV Map for the low poly version
4. Copy the low poly UV Map to the High Poly Model
5. Texture the High Poly Model (or could I even polypaint without UVs directly after step 1 without messing up the whole process?)
6. Export Texture, Normal and other maps from High Poly Model
7. Apply Textures, Normal and other maps to Low Poly Model (Is this already called baking?)
8. Pray that it looks great
9. Rig and paint skin weights on the low poly version (is the normal map usually on or off while doing that?)
10. Animate it


Additional question:
If I wanted to have a modified version of the model (f.e. with a hat, shoes or whatever) will I have to redo all the steps for the whole model, or could I just do them for the hat, shoes and whatever and "add" them to the rigged model?

Thanks
Coffeehouse

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