I'm using the workflow of doing a low poly in Maya then coverting to high poly in ZBrush to do detail, then baking maps to a low poly version, then I am taking to substance painter for textures and final details.
I am wondering why ZBrush is needed. I find that I am editing normals and designing in Substance Painter and the normals created from the ZBrush just feel pointless?
Can anyone explain why people dont just make a low poly version in Maya then exporting to Substance painter and paint the normals and textures on there, why does ZBrush need to be included in the process when your only designing the normals for games?
Thanks for any responses.
Replies
But you can't efficiently create normals in e.g. substance painter that mimic the normal difference between a lowpoly and highpoly model.
And before we add any details this is usually the main reason for creating a normal map in the first place.
So if you feel you don't need zbrush you're doing something wrong or your workflow might really doesn't need a sculpting app in between. Show some pics if you don't mind!
Here are some images of an example WIP of a prop in an environment I am creating, so is it okay to not use ZBrush and use just Substance on the smaller assets while bigger more complex ones should be done within ZBrush? I just assumed the best process is Maya - ZBrush - Substance but after taking it to texture in substance I found that all the ZBrush normals I created could have been done in Substance or were faded out from Substance adjustments.
Low Poly Prop Zbrush
High Poly Prop ZBrush
Substance Painter Prop
Any advice for the best practice to create props would be amazing!
Thanks