Complete High Poly to Low Poly Workflow – Zbrush Maya
Here is the complete workflow for creating a high polygon model starting in Maya and sculpting in Zbrush exporting to Xnormal for baking, texturing in Quixel and then importing to a game engine Unity. This covers all the aspects of something haven’t seen demoed in the industry and remains a looming question people have after creating a dense model in Zbrush. This will help you take that model and get it ready for use in Game Engines, background in films or anything you can imagine.
– Maya (Any Version)
– Zbrush (costs)
– Xnormal (free!)
– Knald (optional + costs)
– Quixel (texturing solution + costs)
– Unity (free personal)
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