Hey I think I need to lay out all my tools so we can be on the same page and really understand each other.
Because I love the end results of what youre talking about to be able to share everything amongst everything, but it seems getting there right now there is a lot of conflicting tools maybe I want to use and you didnt use or you have used and I haven’t.
So here it is the full layout and hopefully you could tell me what will and wont work or how to make things work to get the same result you mentioned!
For the “fully rigged part what exactly is a set up that is necessary to support lip sync” ?
For Rigging) Im planning on using the new version of Blendshapes/Morphs in Maya called Shape Editor for most of the rigging
As well as joints for certain parts like the eyelids.
Heres a short 1 minute clip showing what Shape Editor does…https://youtube.com/watch?v=b7AEeLm4Lug
For Animation) Im looking to use a facial Mocap called Faceware for my animations
Heres a quick 2 minute demo if you wish to seehttps://youtube.com/watch?v=MwgSDj0qvp0
For retopology and UV creation) Im looking to use Maya Quad Draw for retopo and Maya itself for UV as well
For Texturing) Im looking to use Substance Painter
For rendering) Im looking to use UE4
For modeling) Zbrush
Now that Ive laid out everything Im looking to use…
**
Current problems**
1) I’m at the texturing stage and I need to do the retopology and then UV map.
The reason why I need to use Maya Quad Draw is because I cant get any clean topology like The Order 1884 has without doing it by hand.
And in ZBrush the only way to get retopology is with ZRemesher and it cant give me that type of clean topology in the pictures of The Order.
(Which is shocking to me because for some reason The Order 1886 has split the model, it seems, judging by the different colors that they are poly groups, but in ZBrush? How did they even get the topology that clean in ZBrush in the first place…)
Now, the only thing that has me wondering is then…
Both my base mesh and high poly mesh I sculpted by hand
so the topology is all over the place…
**
How do I get better topology if I cant use Quad Draw?
(As mentioned above, ZBrush has no way of getting clean topology like The Order pic, because they only have Zremesher)
(So right now, I need to retopologize, but I just dont know which mesh to do it on
and right now it seems Quad Draw is no good as well?)
2)
The only reason Im stuck on this retopo phase is because I want to,
in the long run I want to be able to also have future characters be able to share the topology so I dont need to retopo everytime.
3) And if possible, also even share some of the basic Shape Editor and joint driven rig…
…so they can do simple functions like blinking and opening mouth and so if I want a difference I can just redo some of the other mouth opening rigs instead of redoing everything from scratch.