I am at university and for my final year project I am attempting to create a character in zBrush (3.1) export them into to Maya (2008 Extension 2) and from then into the Unreal 3 Editor. I was wondering if I should model clothes directly on to my character or scuplt them naked and add the clothes through topology and mash it all together in Maya?
do you have UV’s on your model? are they over lapping? I am guessing that is the problem with the normal map.
And as to the creation of the character. It is really up to you. Decide which works better for you, and go from there. Some people prefer to model clothes etc in another application and just do detailing inside of Zbrush, other do almost all of the work inside Zbrush. Some people make a base character and add clothes etc on top of the model as a subtool. other sculpt the clothing etc right from the character…so it really depends on which workflow works best for you.