Ok, I’ve been using Zbrush a while now but I want to start learning how to integrate it into a pipeline workflow for games. I was wondering what approach people use to creating characters ready for game production.
Some people have recommended that I UV my model in Maya before bringing it into Zbrush, then sculpting and detailing. However, my problem with that is that if you make large changes to your mesh, this dramatically changes the form, and therefore won’t this distort the UV heavily? So in that case I assume its better to start off with a simple base mesh, detail it as much as you like, then export the level 1 for UVing to bring back into Zbrush.
This is just stuff I’m assuming, I am by no means a pro :lol:
The other thing I wondered is if you’re preparing a character for a game, you want it as low poly as you can get it right? Well I’ve been told before you sculpt, you want to try and keep everything quadded and even to ensure optimal sculpting. That’s fine, but when you’ve finished sculpting, you want to optimise the level 1 mesh to be game ready and animatable. I’ve tried to bring in the optimised game mesh to Zbrush to replace the topology of the sculpted mesh, but it just makes the mesh explode or gives really bad results. I ask this as I’m wondering how people export polypainted textures to a lower res mesh if they haven’t imported that low res mesh over their original sculpted mesh to provide UV’s for texture exporting.
Argh, sorry I know its an uber wall of text but I’d really like someone to enlighten me on how to get round this. I feel I’m at a point where I have the creativity to create cool stuff (without sounding too full of myself,) but there’s a lot of holes in my workflow that hold me back. Thanks anyway in advance, for anyone who wishes to help