hello, I’m new to Zbrush so I’m still unpacking everything.. when I’m finishing a sculpted character, would it be more effective to do UV’s in ZBrush and bake displacement maps there, or move my meshes to Maya, unwrap then create textures with substance painter?
Replies
much easier time doing the UVs in maya and I dont think anybody really uses the baker in zbrush.
You can retopologize and create the UV layout directly in ZBrush, but the tools are clunky, there are far better tools out there for those tasks (I use RizomUV/ Topogun/ Blender).
Displacement map baking works pretty well in ZBrush, I pull that kind of map directly from ZBrush most of the time.
If you're creating textures with substance painter it is better to use the substance painter baking setup. It's simpler and it produces the result that the built in texture generators expect.
Thank you for the advice everyone!