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What's your workflow ?


Carlosan
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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

 

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Here my favor workflow for my rigged Characters, that I can use in Unity too
(legacy and mecanim compatible)

in 3D coat
sculpting from scratch and retopo

adjust and refine the mesh in Hexagon

UV mapping in UV Layout

in 3D coat
baking and texturing

create facial morphs in Mudbox

Rigging in DAZ CCT

Animating in iClone

Import  to Unity....

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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.

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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

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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 by digman
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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

CAMO2.png

 

1400 Triangles

lowpoly2.png

Edited by lord_quas
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