Am sculpting a character for use in a game engine which will require rigging and animation.
Ive a pretty high poly character and will do the retopology later once hes completed.
The thing is, ive modelled the character into parts such as the body, shirt, pants and gear etc are all separate objects.
Am thinking to delete some of the hidden geometry of the main body later as it will be covered with the shirt and pants etc.
Am wondering when i do the retopology do i have to have it all as one mesh like for example, target weld the vertices together inside of 3ds max so its one mesh or can i just simply attach the different parts together using the attach tool or even just group them?
For the texturing am thinking of doing polypainting. I hear that you can get the vertex colours from the high poly on the low poly once ive retopped it and unwrap it inside of xnormal is this true?
thanks