In this chapter, we'll explore the workflow of working with a previously built in-game mesh. For this example, I used blender and GIMP Paint Studio. So our workflow looks like this:
This workflow is a little bit faster and easier if we have some concept art and know exactly what we're going to do. But this limits us a bit in making massive changes to the concept while modeling, since we defined the in-game mesh in the beginning. For example, let's say we've built an in-game mesh of a horse, switched over into ZBrush for sculpting, but during the detailing we really wish it could be a unicorn with two heads. But our previously built mesh has only one head without horns, so at this point the fiddling begins. Sure, this is no dead end, and we can solve this too, but it all takes up time, which we can preserve if we plan ahead. So if you get a concept from the concept artist and your job is to rebuild it in 3D, creating the in-game mesh first is fine. If you're approaching...