As a continuation to my last post, I have been working from time to time on the character I had mentioned there. So, I guess I’ll talk a little bit more about my workflow as of recently.
I was using Zbrush to not only texture the character, but also to unwrap its UVs using Zbrush’s UV Master plugin. Unfortunately, the UVs did not come out right straight off the bat. This tends to be the case when relying on solely algorithms, but one can dream right? There was a seam created on the face which looked a bit unsightly. After messing around a bit, control painting to direct the algorithm on the density required for the UVs on the character’s face and the location of the seams did the trick. I exported the character as an obj to Maya and here are the results:
Character asserting tpose dominance.
As you can see in the photo, I have only just started to model her attire, so that’s probably what I’ll be focusing on for now. Out of curiosity, I did try rigging her in mixamo and did get some funny poses. Once, she’s completed I can’t wait to see what she looks like animated! There’s something really exciting about having your own characters come to life that I am sure a lot of people can relate to!