The 3D character pipeline as I learned it happened in the following steps.
1. Concept art
2. Low-poly model
3. UV unwrap
4. High-poly sculpt
5. Bake and paint textures
6. Make shaders
7. Rig
8. Animate
9. Render/Export
Technology has changed dramatically since I learned this. PTex might mean that UV unwrapping is a back-end afterthought, instead of an annoying front-end necessity. Sculpting tools have grown substantially, but more importantly automatic re-topology tools have grown. More and more, the theoretical pipeline has been shifting toward this:
1. Concept art
2. High-poly Sculpt
3. Paint
4. Low-poly model
5. UV unwrap
6. Bake textures down
7. Make shaders
8. Rig
9. Animate
10. Render/Export
Trying out this pipeline theory is going to be the focus of my next long-term Blender project. In addition, here's some other things I'm looking forward to trying out:
•Multilayer SSS
•Spline based facial rig
•Multiple material types
Here's hoping it turns out well!
www.oscarts.org oscarbaechler@gmail.com