Depends on what the final result is, usually i wont do any baking, but for these figures, they are being used as painting reference, so i bake a couple parts out, like skin and eyes etc so i can render the polypaint
very nice! its insights like that which help me figure out how to improve my own workflow. I'm sure it will certainly help speed up the process where possible. Have you already started planning your next project yet?
Looks nothing less than awesome! The colors make the details pop-up nicely. The cloth wrinkles make the general effect much more effective. I have trouble making wrinkles in 3DSMAX, and I wonder if there is a "proper" way to create them without compromising the edge flow for animations? Such things seem so much easier to do in zBrush, but that's not my tool. ^^
generally you wouldnt model cloth wrinkles in low poly models - at least not small ones etc For big shapes the topology and edge flow should really be based on how the cloth will move, or the cut of the dress etc
I model with sub-divs, so I have some control over model resolution, always trying to keep it down. I think the solution lies in creating the wrinkles while still in sub-div mode. The only thing missing is a workflow for creating wrinkles with sub-div tools. The major difference with my models is that people will pose them in many different ways, so I cannot create a topology that only works well in one pose. At this point, I am more concerned with how to create realistic wrinkles with sub-div tools. I can always solve topology issues later. Surprisingly enough, I couldn't find a method to do this in all these years.