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So my workflow when it comes to workin on either big ass assets for games or big dioramas starts like this after concepting shit out:

1. Highpoly pass in ZBrush
2. Retopo in 3DSMAX and then Unwrap
3. Setup parts of mesh to have certain materials
3. Bring to Substance Painter and bake normal & AO
4. Start texturing
5. Bring to UE4 using Substance Livelink Plugin
6. Make scene (level) just to highlight props and assets
7. Setup asset for rendering as a portfolio piece

At what point could I improve my workflow and what are your guys' workflow when making pieces/assets
Maya to photoshop to in house engine
Good thread.

I don't have a workflow for game dev yet. I'd love to see some examples here.

For making portfolio stuff, after I've got ideas and references...
Box model in Maya
UV in Maya
Photoshop for textures
Whatever else in Maya
Mental Ray in Maya. Although, I really should render in something else now that Mental Ray is dead
Blender > Blender > Blender > Trashcan because my life has no meaning
1. Sculpt in 3D-Coat
2. Retopology in 3D-Coat
3. UV in 3D-Coat
4. Texturing in 3D-Coat
5. Make .fbx in Blender
6. Rigging in Akeytsu
7. Skinning in Akeytsu
8. Animation in Akeytsu
9. export .fbx to engine

I make shit for fun.
Choose your path!
Your chart sucks, pleb
Why isn’t Marvelous Baker also on the chart?
But where is blender?
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Nice one
Model in Wings 3D ->Texture in Wood Workshop ->Rig & Animate ->MikuMikuDance
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Patch tool on Krita to fix pinch spots on normal maps.
Layer adjustment on SAI to adjust colorspace for Maya color bakes (it bakes everything in raw colorspace for some reason).
Blender to make easy lightmaps when necessary.
Hopes and dreams to keep this very time-consuming and soul-crushing hobby going.
1. High poly in Max / Zbrush / 3DCoat
2.Retopo with Topogun / Zremesher or decimation, depending of the object and optimisation in Max.
3.UV with Unfold 3D (I love this software)
4.Generally bake my maps with Substance painter, but sometimes I use Knald for more fine control on my bake.
5.texturing with Painter / Designer , quixel or 3dcoat, depending if I want realism or handpaint.
6. Now if I want realtime I use generaly UE4 but I also use Unity (for better and easy GI)

for Precomputed I like make packshots with Keyshot, and normal render with ray or Redshift (depending of my humor)
7.make my passes compositing with Photoshop and sometimes with After effect
One thing I forgot to mention, xNormals is really good but there's one thing I find annoying about it: you can't pick specific hardware to bake specific maps with on a batch process.

If I want to bake a normal map and an AO map at the same time, I have to either do both with CPU or GPU. Baking normals with CPU is super fast but baking AO with my particular CPU is super slow. Baking normals with GPU is okay but it freezes my entire system while it's doing it and the AO map. AO map baking with CUDA on GPU is much faster but doesn't warrant not being able to use the PC for the three minutes or so it takes to complete the operation.

It's just a small niggle and yeah you can just bake one then re-do your settings and bake the other. Still something I think could be streamlined a bit.
>Topology : Zremesher
Do you use it for deformable meshes? or only for static ones?
For hard surface -

-Base mesh in Maya.

-UV in Maya

-Zbrush to sculpt details if needed. Export normal map.

-Create textures in substance designer

-Send mesh + normal map (from zbrush) to Substance painter, apply textures, paint details and alphas.

-Export texture maps.

-If the mesh has a bunch of logos on each sides, I'll add them on the base color map inside photoshop.

-Create logos in illustrator
Soft surface-

-Create "hard" parts (such has robotic parts) in maya.

-Sculpt characters from the ground up in zbrush.

-Export high poly mesh, import it inside maya and create GPU cache file.


-Bake the high poly details on the low poly version (normals + AO)

-Create textures in substance designer, apply them inside painter.

-Create hair (boring AF)

-Rig that son of a bitch inside Maya, paint weights.

-Too lazy and not good enough to animate, so I'll likely retarget animations inside Unreal.

-Scratch my balls, smell my fingers and call it a day.
Only for deformable meshes, I've never done any hard surface stuff in zBrush.
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Sculpt in zbrush > topo and basic UVs in 3dcoat > proper UVs/material assignments/rigging in max > substance > video game and/or marmoset.
What's wrong, is your obscure software not on it?
Can 3d-coat not do proper UVs? What do you mean by that?
3dcoat doesn't let you tweak UV islands very much, it just generates and packs them real nice. Straightening some UV islands in max is mostly for clothing that uses UV projection of cloth materials.
What do you mean it doesn't let you tweak UV islands. You can even move a single vert on your UV map if you want. You just change your selection from island to edge, face, verts or whatever. Am I missing something here? I do all my UVs in 3D-Coat, I'd like to know if there is actually some limitation I am not aware of.
If you mean you can pin down verts and move all other unpinned verts relative to those that are pinned then I'm not aware of how to do it. If you mean individually moving verts/edges/faces one at a time then fuck that.
thats a pretty good workflow desu
I don't know about the pinning feature, but you can move whatever you select.
As for straightening UVs mentioned >>614192
you can do that in 3dcoat. The interface is very contextual, so the tool for straightening edges is only available if you have selected edges.

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