Hello,
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.
Replies
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.