Hello all. I would like to get suggestions on a UV workflow. I’m new to ZBrush and I love it. Just trying to see if this proposed workflow makes sense.
I’m making a mobile game. Target polycount for each character is around 15 K triangles. My tools are Zbrush, Photoshop and Blender.
Here is what I ( think ? ) my workflow should be based on the fact that I’m FAR more comfortable starting with a high poly sculpt based on zSpheres as opposed to starting with a base mesh in Blender. I know that the starting point matters, so that’s my starting point.
Here’s my proposed workflow:
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Begin with intuitive high poly sculpt in Zbrush until the character looks the way I want it to look.
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Manually retopo in Zbrush using Zspheres
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Unwrap the retopo mesh in Zbrush using UVMaster
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Transfer the UVs from the retopo mesh back onto the high poly mesh ( is this possible? )
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paint directly on the high poly mesh. Edit certain parts in Photoshop if needed.
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Transfer that texture map onto the retopo mesh
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Finally export the retopo mesh with the texture map into Blender for rigging.
Is this a reasonable workflow ? I haven’t completed anything past the sculpting of the high poly mesh. I want to have a good overview of the road ahead before I starting walking down that road. Thoughts / warnings / suggestions?