![]() ![]() The next step is projecting XYZ Textures. I make two or more passes, each time adding something new to the surface, whatever it is, skin, fabric, or metal. Then I move from one SubTool to another and add more details. At this point I can easily find bugs and fix them before I even start to work. To inspect, I use Substance Painter to check if it baked properly and UV Layouts are good. This is a very important checkpoint, because if I miss something now and dive straight into the details, I can find myself in a situation where I’m spending hours in attempts to find and fix that “something” that I missed. Then, I apply “_high” and “_low” suffixes to them. After that I’m making sure that all of my meshes in ZBrush and Maya have the same names. So now my high-poly SubTools in ZBrush and low-poly meshes in Maya are the same. First thing I do is reproject details from ZBrush to freshly UVed Maya meshes. ![]() Now that I have everything with proper UVs, I’m moving forward to add more details. My goal is to make rough blocking as fast as possible, then I can make one or two passes of overall tweaks to pull everything together more tightly.Īs soon as I have my basic shapes and proportions at place I’m ready to move forward. ![]() I often use Dynamesh and for some other parts I use Maya. In this step I work freestyle without any technical constraints.
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