Pipeline question.
I’m a games modeller and at the moment the standard approach to creating a games model seems to be:
a) Model a low poly character (or zsphere one)
b) Sculpt it up in zbrush
c) Export the high poly info to your modelling package (or use zmapper) and bake out the normal map, ambient occlusion map and so forth.
d) then use photoshop to texture up the colour work.
Another option is to:
a) Model the low poly character
b) Import it into zbrush and both colour and sculpt it simultaneously.
Both of these have a few problems though - the first doesn’t allow for detailed pixel painting while the second is less reusable (e.g. you can’t make a military chest piece and easily move it out across 3 marines)
I was wondering if anyone had found the best way of baking out just the color information from a model that’s composed of several subtools. So I’ve made a torso, shirt, coat and watch. They’re all modelled and painted up. I’ve made a low poly retopology model with UVs based on the initial meshes. At this point how would folk find the best way to get just the colour information off these objects and onto the retopped mesh I’ve just made? Easy enough to bake the detail as a normal etc in max but so far the best solution I’ve found is a step by step project all working outwards. Anyone found a better solution?