Didn’t know whether to post this under Zbrush or Maya.
So i was trying another method of creating my low poly mesh that some have told me in the past was a workable method.
What was supposed to happen was i take my low poly model that did in maya(complete with sub d caging method) and goZ into zbrush 4r6. There i add more details and export as obj. After which i use xnormals with 4.0 mesh scale(i was prompted that the default was too small)and i proceed to bake. Inclusive of normals,color,cavity and AO.
So then the problem. I get very darkened patches when i apply the shader to the mesh and the color map looks super stretched. I understand that it could possibly a lack of detail in the low poly to support the high poly details and that ‘touching up’ after using xnormals is a must. Are there any other things i can do to fix this issue?
The usual method that i was taught was to do the high poly sculpt first,retopo in zbrush with zsphere,readjust in maya and use xnormals for baking.
Problem i have here is that i wish to be able to rig and animate said model but whenever i retopo,it would be for one whole mesh by itself. Or do i use my polygroups and retopo each and every individual part one by one by one?
I’ve provided both high and low poly model. Critique on outlook would be great as i plan on doing more of these for my school portfolio showcase next year=)
Also as a student to this,i accept all feedback.
The textures in zbrush are but the base, i plan on doing a much more detailed outlook after i transfer over.
http://s724.photobucket.com/user/ct_fan/media/high.jpg.html?o=1
http://s724.photobucket.com/user/ct_fan/media/lowpoly.jpg.html?o=1
http://s724.photobucket.com/user/ct_fan/media/problem.jpg.html?o=0