Ok,
I am trying to establish a workflow for creating models for animation. Trying to ensure great topology and detail. Here are my steps:
1) Create rough mesh in
Maya2) Import to
Mudbox and sculpt at a high level
3) Import the high level obj file into
Topogun as a reference for retopology
4) Save retoped reference as a obj and import into
Mudbox for final details and baking normal maps
5) Import the low poly object into
Maya6) Create my uv's using
Headus UV Layout7) Paint textures in
Photoshop😎 Create shader network in
Maya and connect my normals and additional maps
Has anyone tried a similar workflow and do you see any major issues with this process? Im concerned about the uv's, should they be unwrapped very early in the process or can i unwrap in the final stage?
Note:
I am not using any textures in mudbox, just looking to get a nice form to retop in topogun.
http://www.lestaylorart.com