Hi all, I’m creating a steampunk looking female project for a short animation and need some advice on the best workflow between Zbrush and 3DS Max which is both efficient and practical.
This is what I’ve done so far;
–Started by creating a base mesh for the model in 3DS MAX
–Exported the OBJ to Zbrush to sculpt and refine the shape of the model
–I then extracted the areas of the mesh which were going to be her clothing without sculpting any details on them, such as the area needed for her boots
–With these subtools extracted I exported each one to 3DS Max to trace over the high poly model and create a low poly model of each piece, while adding extra pieces to the base geometry.
–Now this is where I’m stuck, do I then have to import these back in zbrush, sculpt on them, export back to 3ds and retopologise?
–Or, can I just put together all the pieces in 3DS Max, export the whole character, sculpt the details and create the normal map for that low poly model?
A bit of help would be great, I’ve been following the DT tutorials but I’m a bit lost now lol
Thanks in advance!
