Hello,
So i am pretty comfortable sculpting in Zbrush now and i preffer working solely in Zbrush… I am having difficulty establishing a good workflow when it comes to getting a character out. Some people say I should start with a base mesh and as much detail as i can in Maya and UV it and then bring it to Zbrush because UVing in Zbrush would be less accurate and more tedious and the topology will not be proper. Some people tell me I can just start sculpting in Zbrush or use a Zbrush base mesh and sculpt, then turn the high poly into a basemesh using Decimation Master and zRemesher and then either do a rough UV layout in Zbrush and fix it in Maya.
The point is to be able to a base mesh for a high poly sculpt with proper topology and UV so that it can be used in Maya to render, rig and/or animate. Please let me know what is more efficient as I do preffer to use Zbrush more and preffer to start there and sculpt but I am worried that it will cause difficulties towards the end.
I am knowledgeable in Maya as well, however UVing has always been a nightmare for me and even the tools in Zbrush using the UV Master seems less accurate when painting in the Protect and Attract areas. Using the zRemesher Guides brush I can see how it can be easier to retopologize a sculpt simply with zRemesher. It creating the UVs, Normals and Displacement maps that I am mostly worried about. Please help, thank you.