So this is a very preference oriented question. I’d like to see what Artists and Programmers feel about the best process for bringing in a character.
A quick background - We have two artists fully trained in Zbrush, 3DS Max, and Unreal. But we have not done much combining all three programs together. We’ve done things here and there and feel like we have a grasp, but just want to get some confirmations on our thoughts. Typically we have used Unreal for Arch Viz / Product visualization or we just do still renders of characters/creatures. We know the animation tools very well in Max, so we are sticking with it for our process. The only program we are new to will be the Allegorithmic Substance programs.
So I have a couple questions about the best order that people have found in their workflow. We have our first Character from our Zbrush Artist. She has made a Highly Detailed version of our character, and it is a very synthetic/robotic looking character. We want to use substance to really highlight that manufactured look. So the next steps is to take the high poly and low poly and Texture, Make Maps, Rig/Skin, animate, and Bring into Unreal.
My first question is what is the best order from having your artists model to getting into Unreal. Should we Unwrap/texture and make maps before rigging, or should we rig first?
Second question. Do people prefer texturing in Zbrush, or do you prefer texturing in Substance? Since we want more mechanical/synthetic look I think we would be better to use Substance.
Third question. Do people prefer Making their Morph Targets for facial animations in Zbrush or 3DS MAX? (The Face is very organic in movement)
Final question. Is there any major thing we might be missing that you could point us to?
Thanks for all the help!