Hello there guys,
I was wondering what was your production pipeline when it comes to using Maya. Mine is quite complicated and requires a lot of clicking, and I would like to just stay inside of Maya for the whole process.
Modelling - Maya LT ->
UVing - Headus UV ->
Baking - Back to Maya LT ->
Texturing - Quixel DDO ->
Final assembly / export - Maya LT.
The UV part I can learn in Maya, that's no problem, but I would like to skip out the texturing externally. I am doing simple models, and no painting, so I would like to just drag pre-made materials onto the model and change them up a little.
Can I use the Stingray Shader for this? Or what is your workflow?
Thanks,
Pav
Replies
-make a rough mesh in maya LT
-create hipoly in zbrush
-create and UV lowpoly in maya LT
-bake and texture in substance designer/painter
-export to unreal 4