ZBrushCentral

3D Model start to finish

Hello, i’ve been trying to find a decent tutorial that shows the correct way and workflow from the creation of a 3d character to the point of export to use in a game engine as Unreal 4.
What i’ve found so far are bits and pieces around… some helped some set me back.
Here’s what i am trying to do…
I have sculpted a humanoid character currently sitting at 19 mil polys. i managed to decrease him to 119k without losing any noticeable quality which is what i am aiming for. After that by using Zapplink i dropped him into Photoshop and attached an HD texture (face of a person) over him and then transferred that back to Zbrush. At 119k it looks quite decent… any decrease after that completely destroys the texture quality if not sometimes removing it completely. And right about here i am lost.
There are a lot of questions so please bare with me…

  1. Is it possible to decrease the polycount from 119k to something like 70k without losing any detail at least from the face? (70k because i haven’t added any hair yet)… 100-120k with hair should be fine for my project i think…

  2. UV master’s UV creation is reliable? or i need to make the UVs manually on maya?

  3. After decreasing the polycount to a desired number and applying the face texture/polypaint to the model what is the correct procedure to exporting the model WITH the textures so when its imported to Maya or Unreal or Marvelous Designer the character appears with the textures?

  4. Retopology? How important is it? I managed to create a skeleton for the 119k model and imported it inside UE4 and it works perfectly with a pack with mocap animations that i’ve got. So if that works i really need to retopologize the model?

I dont know what else i might be missing here…
TL;DR Looking for a tutorial from start to finish as to how to create a high quality model for unreal engine that includes everything i need to do…If i could skip maya completely that’d be great! Thank you all in advance and please forgive my ignorace… being a 1 man team is kinda hard xD

hi, here my suggestions, hope that helps:

  1. i would retopologize manually, you can control how much detail u need in which area

  2. if u dont care for exact seems try uv master. or just create seems in maya and unfold the
    parts in zbrush (u can use the existing seems)

  3. try multi map exporter, also a plug in for maps + geo export

  4. hm, if it already works for u as it is, maybe skip retopo, just redo the face?
    if u have time a clean model is always best.
    but for UE i have no experience how it works…