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?
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.