High Detail Model Workflow for Animation


#1

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:

  1. Create rough mesh in Maya
  2. 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 Maya
  6. Create my uv’s using Headus UV Layout
  7. Paint textures in Photoshop
  8. 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.


#2

The only thing that you’ll probably have to do is do the UVs on your retopologied mesh before you import it into Mudbox to extract displacement or normal maps.

Other than that your workflow seems fine and is fairly common way to work.


#3

So…something like this? In step 6, Will I have to resculpt everything? I would love to preserve the high level detail I sculpted in step 3! Any suggestions?

  1. Create rough mesh in Maya
  2. 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 Maya
  5. Create my uv’s using Headus UV Layout
  6. Export uv’d obj from Maya and import into Mudbox for final details and baking normal maps
  7. Import the low poly object into Maya
  8. Paint textures in Photoshop
  9. Create shader network in Maya and connect my normals and additional maps

#4

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