Modeling/Rigging/Texture workflow


#1

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:

  1. Build low base shapes in 3DS to import into Mudbox for modeling and such
  2. 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
  3. Import into TopoGun to get the proper topology, I guess I’d subdivide it a bit to get some of the detail
  4. Take back to 3DS to unwrap UVs
  5. 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!


#2

i think generally it is good to texture after modeling, but people may have different opinions. if you do it after rigging though you will know it is final geomatry. personally i would do it after modeling and then make updates if you need after it is rigged.

i would try to build as much of the model as possible in 3ds and just add touches and shape things out in mudbox… over reliance on with mudbox might make it get a bit tricky animation wise.


#3

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