I am creating a portfolio, which will include all facets of a full animation (modelling, concept, texturing, rigging, animating, and more etc.)
After completing a drawing course (the great structure of man) and practicing drawing for a long while I now feel comfortable with the human form and will be starting to learn to sculpt in zbrush for the next month or so.
My question is regarding my choice of workflow for this part of the project. In terms of animating I see I have two options.
- –1-- Create the model from scratch in zbrush (or using a VERY basic base model) and then when the model is complete Retopologise it and export a lower res version for rigging in Maya.
- –2-- Create a fairly detailed base mesh within Maya with all the correct topology from the outset, then import into zbrush to add details.
Basically I’m not asking which is the best method, but simply if the zbrush retopology tools are good enough to execute option 1 with very few problems.
Because while option 2 may be the most sensible it is quite honestly something I have done many times before and not enjoyed. I believe creating within zbrush primarily would not only be more fun but it would develop my artistic skills and speed up my overall workflow for character creation.
So I hope you guys can let me know if option 1 is not only valid, but a good way to go. If the retopology tools are very powerful then I shouldn’t have a problem redoing the edge flows after creating the model in zbrush right?
Thanks
~
Idris