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Character Modelling Workflow
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I'm wondering what the general workflow is for creating a realistic character for animation from edge modelling techniques at the start instead of sculpting from a base mesh?
Is it still possible to continue with UV mapping, baking, texturing, hair grooming, rigging or is this unfeasible? Should I restart from a base mesh, sculpt the model, and proceed with retopology?
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- 3 years ago
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