Pipeline Summary:
CC 2 Beta Avatar out to 3DXchange Pipeline then obj out to zBrush for sculpting. Also, export an fbx version to load into max so I can import and rig the new clothes. Max units are set to centimeters and so far no problem with world center. Imported objects come in exactly as they left the prior pipeline application whether it be zBrush or Studio Max. Body sculpting on the mesh is done in zBrush and the mesh exchanged in 3DXchange. The clothing is made in zBrush then exported as obj and imported to Studio Max and rigged to the character. In most cases a simple Skin Wrap modifier copies the existing skinning with little to no problems so no re-rigging and corrections are few at this point.
Observations:
The Constellation Suit concept character sailed through the entire pipeline with no major problems. A real time and money saver from a character dev point of view. The entire development process from concept art to deployment was a few hours. While I did not paint the spacesuit in zBrush… the character called for all white… I have not had any problems with zBrush painting not transferring to CC 2 Beta. I have created several characters in the time that used to be reserved for one.
I have had no stability issues. No lost work. No unexpected errors which is extremely rare in pipeline work. Using a highly-customized base mesh from CC speeds up the process by a creating base that mimics the character’s body style. This is another big timesaver.
I’m not finding a negative yet.