Hi,
I'm trying to make sense of the workflow from low poly to high poly.
Basically here is one of my model:
My goal is to bring this into zbrush and just trim some edges to make it looks old.
My initial thought would be to UV in maya --> bring fbx into zbrush to work on it --> bake the high poly from zbrush onto the low poly in substance painter
Heres a 2seconds work I did just to show the goal :
However, if I don't triangulate the fbx, it has hole in the model (I suspect not enough polygon ?). But when I triangulate it, i have to dynamesh it back into zbrush, and i'm losing the hard surface part. I tried modeling it into zbrush but it seems like I could be able to do it in maya ?
I tried to model the high poly into zbrush, then zremesh it but it doesn't look good. What about doing the high poly into zbrush and bring it back into maya for retopology ?
Thanks
Replies
Better yet, the faster and easier solution is to model the sub-d/highpoly mesh in maya, and export that into zbrush to be sculpted/dynameshed further.
Seems inefficient to "model" it in zbrush, just to bring it into maya to retopo.. If your comfortable making the high res in maya, just do that, and import that into zbrush to have a wear/damage pass (can dynamesh the highpoly to get more resolution, while maintaining your soft bevels from Maya).
Substance can bake it just fine, does not bake displacement however.