Hello,
I’m just trying to wrap my mind around the whole concept. I’d like to figure out the best workflow from start to finish. I know that there isn’t always a single way to do it, but I’m just looking for a push in the right direction. I know the pieces and think I can figure out most things but just wondering if it’s right.
Using 3DSMax, Mudbox and TopoGun to get it all done from what I gather:
- Build low base shapes in 3DS to import into Mudbox for modeling and such
- Sculpt the model to liking, I’m guessing I wouldn’t go and paint any textures at this point as the UV isn’t set up
- Import into TopoGun to get the proper topology, I guess I’d subdivide it a bit to get some of the detail
- Take back to 3DS to unwrap UVs
- Back to Mudbox to paint textures
So that’s what I think is the process, but where in all of this would I fit rigging and mesh morphs for animation?
Obviously you don’t want to have too any faces to have to move around when moving mesh around, but I guess you can do the work in Mudbox to make different facial expressions and import higher level into 3DS as a morph target? Would that work okay?
If anybody has any great links to share or books/video tutorials, or their own way. I’d love to hear it.
Thanks!