I am relatively new to modeling in Zbrush and making a character game ready.
I have a high poly ( maybe 3mill +) character that exists as seperate subtools. I know how to combine them (maybe I can combine them in maya).
I really would like to know how to lower the poly count in either zbrush or maya so that I can prepare to have the character rigged and try my hand at apex cloth for his coat and hair.
What are the steps I would need to take?
Also, should I rig the character without the hair then add the hair and go through the apex cloth steps? Video tutorials would be awesome also as it’s hard to find the right tutorials for maya when I don’t really know what the steps are called.
Regarding Zbrush and your character, what I like to do is use something like Zremesher on a copy of each of the subtools. Just enough to get something that is less dense but retails some details. I then do retopo on this in Maya using the new modeling tools. Then UV map and export back to Zbrush. I either then use Zbrush to transfer the maps from the high poly or export the High poly from Zbrush and use something like xnormal to generate maps.
There are a lot of techniques and so on to cover here but these are the basics.
Zbrush has some built in tools to create a low poly mesh that you can then bake the details to with a normal map. Or you can also export it to Maya and do it there.
As for hair, hair is tricky, most of the time you would model it out of planes that use a hair texture. At some point there will probably be a hair option in UE4 that will be similar to the hair tools that many 3D programs have. Depending on what the hairstyle is like there’s some different options for physics.