Character/Creature Modelling?


#1

Hi, I’ve been learning 3D modelling in Maya over the last month and while I understand hard surface modelling, I’m having trouble with character/creature modelling.

I’m unsure when I should use general polygon modelling in Maya and when i should just use ZBrush for sculpting. Couldn’t I even just create the whole character in ZBrush through sculpting? I understand that you need a low poly model for rigging and animation but couldn’t you just apply a new topology after sculpting through TopoGun for example?

So when should you use modelling and when sculpting when creating a character?

Also what would be the ideal resolution of the mesh for a real-time application like a game?

And what would the pipeline look like when creating a character/creature model?

Hope you can help me.


#2

The approach I use is first I sculpt the character/creature in Zbrush concentrating on the artistic side and then retopologise the sculpt. It is really intuitive and productive.


#3

Pipeline could be basemesh in maya, sculpt in zbrush, retopo in the gun and then uv/rig in maya. Whatever works for you. You could do it all in zbrush too.