Ok,
I am trying to establish a workflow for creating models for animation. I’m trying to ensure great topology and detail for animation. Here are my steps:
- Create rough mesh in Maya
- Import to Mudbox and sculpt at a high level
- Import the high level obj file into Topogun as a reference for retopology
- Save retoped reference as a obj and import into Mudbox for final details and baking normal maps
- Import the low poly object into Maya
- Create my uvs using Headus UV Layout
- 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 uvs, 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.