Hello there guys, I was wondering what was your production pipeline when it comes to using Maya. Mine is quite complicated and requires a lot of clicking, and I would like to just stay inside of Maya for the whole process. Modelling - Maya LT -> UVing - Headus UV -> Baking - Back to Maya LT -> Texturing - Quixel DDO ->…
this is what I've been doing: -make a rough mesh in maya LT -create hipoly in zbrush -create and UV lowpoly in maya LT -bake and texture in substance designer/painter -export to unreal 4