ZBrushCentral

Correct workflow for game character creation?

I’ve started modelling a character that is going to be used in games. So I started my base mesh from zspheres and then realized that the topology was not good enough. So moved the mesh to Blender to do some fixing and retopo and now I’ve started to think if it’s better to directly sculpt without worrying about the topo or make a good base mesh and then do the detail from it.

By the way I’m looking for good body topology tutorials/videos but haven’t a good one yet.

I would recommend not to worry about topology in the first phase, that´s why we have dynamesh

finish the character, then retopologize

you might add some polishing afterwards, but that´s usually the basic workflow

one thing to keep in mind is that there is a difference between an organized mesh (which will provide the most efficient use of geometry to create the shape) and a unified mesh (the faces will be layed out as uniformly as possible, like dynamesh does).

that´s why a unified mesh is best for sculpting while an organized mesh will be the endresult.

hope this helps, cheers m

Thank you! So I think I should go with the fun part :wink: