Hi,
I’m looking into a new workflow for making games characters by making a high poly sculpt first off - and then sorting UVs / topology all afterwards but only using Maya 8.5 and Zbrush 3.1 … IS THIS POSSIBLE ?
It would be great as i need to make characters for a game where i need in-game low poly version (7,000) and then higher poly for the cinematics. Would be great if i could resample the same sculpt for very low poly and maybe add some more polys for detail after for cinematic version.
I’ve seen work flows like this such as Mashru Mishru’s techniques using topogun and xnormal but am wondering if i can use the brilliant Zbrush rotopo / Zmapper capabilities instead.
I have a sculpted highpoly character with no UVs - now i need to retopologize and create UVs - i’ve been scouring the net but can’t find any tuts yet …
So far I have the high poly head rigged to a ZSphere and i’m building a lowpoly topology over it - hitting a to preview - IT’s great very quick to build topology around wrinkles of face etc - but then what !?
How can i get UVs done so i can normal map and texture using my high poly model ?
ANY help / ideas / links to good tuts would be great !!!
Cheers
