hello,
Recently I have been modeling in Maya. I was getting to the point where I am wanting to make next - gen game characters.
I wanted to know what pipeline works best, and produces the highest quality characters with the most amount of ease. Should I sculpt the model in Zbrush ( yet to purchase ) and decrease the poly count in Maya.
Or should I model a base model in Maya and detail it in Zbrush. After detailing bring in the detail as a normal map.
Or should I completely model in Maya ( and not purchase Zbrush)
If anyone can help me out and give me some advise it would be great.
Whatever you are comfortable with. Your not going to get the highest detail without some sort of sculpting package, mudbox or zbrush. You can model it from zbrush, but a lot of people myself included find it easier to create base geometry first, and then model it into what we want, then retopologize it after.
well you should make the base model on maya then sculpt it on zbrush or you can use Zsphere on zbrush and make the model there but you might have some problem for importing normal maps, just know try not to change the base model on zbrush cause it can’t add the displacement and normal map on maya to base model…