a month ago I started discovering 3D and its many software: Maya, ZBrush, Substance Painter/Designer, UE4... If a lot of things are complex, they always (even Zbrush...) feel pretty logical to me... but the UV Mapping is apparently more confusing than I thought.
Here's what I would like to do: Maya to create a lowpoly -> Zbrush to refine it into a highpoly -> Substance painter for texturing
I've seen quite a lot of different ways to go about it on YouTube and other platforms:
- Create lowpoly model in Maya -> Zbrush to create highpoly model -> Duplicate it -> Zremesher -> UV Master to have UVs of a lowpoly version, copy/paste them on the high poly version -> Export
- Create lowpoly model in Maya -> Zbrush to create highpoly model -> Back to maya for a Retopology and create UVs -> Export
- Create lowpoly model in Maya -> create UVs in Maya -> Zbrush to create a highpoly version of it -> Export
I've read people telling that for Substance Painter the highpoly doesn't need UV's as it will use those of the lowpoly. I've read people telling that the inverse: The highpoly needs UV.
I must say... I'm quite lost. Any info will be greatly
Thanks a lot for your time.
So as an environment artist, would you mind telling me what would be your go to workflow? I'm mainly interested in creating assets for small environments.