modeling / sculpting process
04-12-2012, 01:46 PM
I'm new on the forum and quit new to character modeling, i've allready finished one character for wich i work directly with the final pose ( i was planning just to make a rough but decided to finish it so it takes me a lot of time because can't use de symetric tools etc... ) and without any scuplting software.
I'm trying to create a second character but i want to be able to change his position and i want to use a sculting soft to add some more details, but i want to create/manage the textures in photoshop / C4D ( has i'm used to this softwares).
So i've some questions about the process.
here is what i've done :
1 - T pose low poly in a classical 3D software (C4D here)
2 - Sculpting high poly in mudbox
3 - normal / displacement map creation
Now i ask myself : should i ...
... make the final pose in mudbox BUT :
- i wont be able to manage my textures in C4D
- i will have to start from my t pose for each pose i want to make
... import the map in C4D > rigg in C4D so in can easely change the pose, make the textures, etc. all in C4D BUT :
- how will the displacement map react - as i do it from a T pose - if i make my character sit on the floor ( for example ). how will the joints react.
- if some glitches appears, should i rework the map in mudbox or reimport the whole in mudbox to correct it or is there any other process ?
... i think you have understand my problem...
i know there is not just ONE good way to do it but as i've seen a lot of excellent work here i'm sure some people can answer.
thx in advance for your responses.
ps : sorry for my bad english ....