Maya to Zbrush and back?
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I have been working a lot to learn all I can in Maya, and as such; have modeled a full character and outfit in Maya. But I want to bring certain parts into Zbrush just to do some detailing.
For starters, as a general rule, is that a modelling faux pas? Like, is it bad to start in Maya, then go to Zbrush, or do most people generally start anything in Zbrush that they wish to do in Zbrush?
The first thing I noticed when moving something into Zbrush (via .obj), is that Zbrush is kinda useless on low poly meshes, lol.. I'm trying to keep the poly count down to a reasonable amount because I want to be able to animate this character and semi-complex clothing set without having it take like, 20 years just to animate his arm doing a 90 degree movement. But I do also want to make sure that it's all properly proportioned and detailed on a professional level. At first I tried to rectify the low poly situation by using Zremesh (I think it was), which added a lot of polys, but then there was no longer a straight line down the center of the object, and the topology in general was a mess. Even the new retopology feature in Maya 2020 is dicey at best (often doing completely different topology on either side of the object/mesh.
I'd just like to know, for the most part, the general order of workflow when it comes to creating an animated character, as well as any "wish I'd known that before..." type of tips that could help me to avoid any mistakes before I make them.