Is this modeling workflow correct or is there a easier way . Something to do with Maya , Zbrush , substance painter


#1

Hi , I would like to ask a workflow about modeling correct , I have been doing modeling for quite some time , so I’m not sure is this workflow correct or not

So lets say I need to model a table ,

I modeled the base mesh in Maya
open UV
bring to zbrush to sculpt details (like uneven edges or cracks) with subdiv 6 and Smooth modifier
exported the detailed lowpoly mesh ( subdiv 1) to Maya
unfold/fix the UV that has been opened before
export back the unfolded/fixed mesh to zbrush
copy and paste the unfolded/fixed mesh’s UV to the highpoly (subdiv6)
bake the displacement map or bring the lowpoly mesh (with fixed UV) to substance painter to do the texture.

The reason I went back into maya and unfold/fix the UV it is because , after I add subdiv6, smooth modified and sculpted the mesh in zbrush. My mesh shape is definitely changed but my UV is still remaining the same . So when ever i bring it into substance painter my texture is definitely distorted.

So for the workflow above , is it a correct way or is there a more simple way to do it?

Sorry for the bad english.