Jun 2022
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Jun 2022
Sep 2022

Heyo there, I'm a 3d animator and painter wanting to learn a bit more about the suggested workflow for creating my own assets.

Right now in my mind what I imagine it to be is Z>M>Z>S>M
1) Sculpt in Zbrush
2) Retopo low poly model in Maya
3) Back to Zbrush for unwrapping and calculating low poly to high poly normals maps.
4) Substance Painter for textures
5) back to Maya for rigging

Is there a better workflow? or is this the only choice?
I was thinking if it's possible to just completely skip the retopo in Maya and texture the high poly model in substance.
Ill then retopo and rig the high poly model along with the texture in Maya. Z>S>M
Also with this workflow, am I able to transfer the UV textures over to the new low poly?
1) Sculpt, unwrap in Zbrush
2) Texture in substance
3) Retopo and unwrap low poly in Maya,
4) Transfer Textures to low poly??? missing normal maps???

Do let me know yall think, the models will be for a potential short film.

  • created

    Jun '22
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    Sep '22
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I'm a fairly green animation grad so cannot offer advice, but have been using-
Sculpt
Retopo\UV in Maya
Bake the HP to LP in Substance
Texture - Substance
Rig and animate - Maya

so Z>M>S>M

Tnx for the reply! Really appreciate it.
Your workflow sounds like the optimized way to do things.

Aaahhh I didn't know you could bake HP to LP in substance,
Just to confirm, does that mean I only have to unwrap the low poly, since substance is baking the HP to the LP?

2 months later

closed Sep 25, '22

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