Hey, I’m going to be using Maya 2008 to do all the low poly modeling for this character. I plan to model the entire body (naked) and then adding separate geometry for his armor on top of him.
Then I’ll UV unwrap everything and export it out.
I want to then bring him into zbrush and do a super high poly sculpt on him and then create some 32 bit displacement maps, normal maps and cavity maps.
My question for you all would be how should I go about creating those maps the best way? My computer could have limitations on having separate displacement maps (since a 2048x2048 is about 48mbs) for each different piece of armor.
Is there a really efficient way to use subtools or polygroups for this character?
Also taking into consideration I would eventually rig this character.
I realize that it’s probably a whole lot easier to just model the character as one piece with armor welded on him, but I want to be able to easily change pieces and swap them out, I also want to make sure his form stays right.

Any advice on a workflow for this is GREATLY appreciated.
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