Hey everyone. I’m working on a high poly hard surface model and i’m getting a little stuck on the workflow when it comes to painting/rigging. This is a personal project that i’m doing to improve my modelling and to learn rigging and animation in Maya.
I’m at the point where the modeling of the exterior of the heli is complete and i’ve UV’d about 80% (still need to do the guns and some nuts and bolts).
I plan to paint this is substance painter but i’m unsure what is the best/correct workfllow for a high detail mesh.
Most of what I can see online talks about games where a high poly mesh is baked down on to low poly mesh and that is the mesh that has the UVs and paint. If this was for a VFX project (I plan to do some renders and maybe some animations) what would the correct workflow be?
I’ve tried smoothing the mesh then exporting to Substance Painter but then I have a very high poly mesh that will be difficult to rig and animate. If I export the UNsmoothed mesh to SP then some areas don’t have enough topology to get smooth paint lines.
Am I approaching this wrong or what would be the best way to paint this model while still leaving it workable for rigging and animating.
Unsmoothed Mesh
Smoothed Mesh
Thanks for any help and sorry if in the wrong section.

