Heyo there, I'm a 3d animator and painter wanting to learn a bit more about the suggested workflow for creating my own assets.
Right now in my mind what I imagine it to be is Z>M>Z>S>M
1) Sculpt in Zbrush
2) Retopo low poly model in Maya
3) Back to Zbrush for unwrapping and calculating low poly to high poly normals maps.
4) Substance Painter for textures
5) back to Maya for rigging
Is there a better workflow? or is this the only choice?
I was thinking if it's possible to just completely skip the retopo in Maya and texture the high poly model in substance.
Ill then retopo and rig the high poly model along with the texture in Maya. Z>S>M
Also with this workflow, am I able to transfer the UV textures over to the new low poly?
1) Sculpt, unwrap in Zbrush
2) Texture in substance
3) Retopo and unwrap low poly in Maya,
4) Transfer Textures to low poly??? missing normal maps???
Do let me know yall think, the models will be for a potential short film.