Hello, everyone. First post, and I’m delighted to have found this community
To start off with, I’m very new to Zbrush. I’m thrilled about that, because when you are new, you are allowed to ask stupid questions
I model primarily in Maya because I find its interface just so incredibly intuitive (and it’s also what I am used to), but I prefer to unwrap the UVs in Max 8, mostly because of its UV mapping tools (the Pelt Mapping is truly a godsend, and saves me countless of hours).
Now, don’t think I’ve been doing this for a long time. I’m almost as new at conventional 3D modelling as I am with Zbrush–I just find that combination to seem truly time-saving for me
So what I’m wondering, is if anyone here can think of any trouble I might run into with the following workflow/pipeline:
- Model in Maya 7.
- Export as OBJ.
- Import into 3ds max 8.
- Unwrap the UVs in 3ds max 8.
- Export the model with unwrapped UVs as OBJ.
- Import the OBJ into Zbrush.
- Create high poly mesh in Zbrush.
- Create textures and normal maps in Zbrush.
- Export texture and normal map.
- Import everything back into Maya.
- Rig, skin, and animate in Maya, alt. MotionBuilder.
- Export it all into a game engine (Source/Doom 3/TSE)
Can you see any obvious drawbacks with this workflow? I’d like to know before I start working seriously. I’ve done some initial tests, but ended up with odd textures, and normal maps, where seams are showing, and so on. Is all this exporting and importing messing with my UV’s, perhaps?
Thanks for being here