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I hope this is the right place to ask this. I would call myself intermediate with 3d and my eventual purpose is to rig an animate characters. In the past I thought those ultra detailed sculpts out of mudbox and zbrush were all stretched from one object like a sphere. Obviously when I tried that even subdivding over and over didn’t combat the terrible edgeflow. So I learned that many of those models are many different pieces of intersecting geometry.
I need someone to correct my comprehension of the sculpt modeling to rigging procedure. Here’s how it is in my head right now.
1.) A model is sculpted in mudbox (possibly using a basic biped as a start, or something box modeled) and many more mesh objects are added and subdivided as needed for accessories, clothing, and extreme/non-standard anatomy. 
2.) The high poly model is textured. I know somewhere a normal map is created to bake down to a low poly mesh, but I’m not sure where that fits yet.
3.) I had always thought before rigging the model must be (more or less) a seamless mesh. I get that clothes, weapons, even teeth and the like can be grouped separately onto a rig, but a high poly model with tons of intersecting pieces of geometry like in the picture above would be a nightmare to rig. (100 million poly rig = no ) My current understanding is that this high poly model must have manual retopology performed to create a low poly seamless mesh with good edgeflow over the top of everything, and that will be the mesh for rigging (and to bake normal maps onto to get the detail.) is that correct?
I’m also not sure where post processors that detail out low poly models ( like pixar’s subdivision surface ) fit into all this. I’ve been told 3d films use low poly models and that slick detail like fur is done via post processors.
So yeah, I seriously need this validated or straightened out in my brain so I can better negotiate the learning process. Any help or tutorials would be massively appreciate. Thanks so much!
-Syl
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