Carlosan Posted January 2, 2015 Report Share Posted January 2, 2015 Hey guys,I'm interested to know what kind of workflow are using, may help some people find a new way of doing things, or another app to help us work better. Ty Base Mesh High-poly modeling Low-poly modeling / retopo Unwrapping Baking Texturing Rendering same question in another forum Quote Link to comment Share on other sites More sharing options...
Advanced Member vidi Posted January 3, 2015 Advanced Member Report Share Posted January 3, 2015 Here my favor workflow for my rigged Characters, that I can use in Unity too(legacy and mecanim compatible) in 3D coatsculpting from scratch and retopo adjust and refine the mesh in Hexagon UV mapping in UV Layout in 3D coatbaking and texturing create facial morphs in Mudbox Rigging in DAZ CCT Animating in iClone Import to Unity.... 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted January 3, 2015 Advanced Member Report Share Posted January 3, 2015 Not fully defined mine yet, but a few recent ones ..... 1.Make Human ( for human shaped characters) 3DCoat curves (for monsters.) 2.Carrara, to pose Make Human figure. And to define the layout of the picture. 3.3DCoat, sculpt 4.Zbrush, remesh for retopo. 5.3DCoat, unwrap , paint , normal map. 6.Carrara, hair and render.( maybe soft body cloth) 7.Composite background and re-touching with Artrage and Photoshop. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted January 3, 2015 Contributor Report Share Posted January 3, 2015 My Workflow Hardsurface 1. Blender Lowpoly object 2. 3d Coat sculpting details 3. Retopo with Lowpoly Object that i have createt in Blender 4. UVs in 3d Coat 5. Baking in 3d Coat 6. Texturing Material IDs and Normalmap Details in 3d Coat 7. Final Texturing in Substance Designer/Painter 8. Render in Blender Cycles Organic 1. Sculpting Base in 3d Coat (Voxel Mode) 2. Sculpting Details in 3d Coat (Surface Mode) 3. Retopo in 3d Coat 4. UVs in 3d Coat 5. Baking in 3d Coat 6. Texturing Material IDs and Normalmap Details in 3d Coat 7. Final Texturing in Substance Designer/Painter 8. Render in Blender Cycles Thats mostly what i did. Cheers, Malo 1 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted January 3, 2015 Contributor Report Share Posted January 3, 2015 1. Character creation in 3D-Coat 2. Animation in C4D. 3. Render in Octane 4. Edit in Premier Hard surface objects (buildings, etc) get a start in C4D with Mograf Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 4, 2015 Reputable Contributor Report Share Posted January 4, 2015 (edited) Character Creation in 3DCoat, 123D Creature and Forger (IPad apps). Wings3D or Hexagon for modelling base meshes. Uvs, baking and texturing in 3DCoat. Rendering a still or Animation in Blender (Cycles) Postwork Twistedbrush or Krita. Rendering a model with 3DCoat and then using that as base for a 2D painting. Edited January 4, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Member lord_quas Posted January 18, 2015 Member Report Share Posted January 18, 2015 (edited) For my most recent hard poly modelling its been: 3dMax (low poly, crease the lines, duplicate then turbo smooth then export high res) 3D-Coat (on turbo smooth results bring in as surface and use live clay with the Curve tools to put in lines and details) and paint a id map Substance Designer (create a base coat of metal and scratches with the filters) 3D-Coat Use the PBR effects to paint damage or wear Create low poly retopo in Max and import as retopo in 3D-coat then bake all (the only software package I know that transfers all maps to another model(inc roughness and metal) with different UV's) Im still happy with its results. Also got my company to buy 2 floating licenses. 8900 Triangles 1400 Triangles Edited January 18, 2015 by lord_quas Quote Link to comment Share on other sites More sharing options...
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