What's the correct ZBrush to Maya workflow?


#1

Hey guys, how y’all doin’?

So here’s the thing: I’m new to CG and 3D art, my goal is improve my skills to create some realistic artwork.

I just finished sculpting a model in ZBrush and now I would like to texture it and render it in Arnold. But I just don’t know how to proceed past the sculpting part.

The model is heavy (20 million polygons) and when I import it to Maya, it becomes almost impossible to use the software. I tried using decimation master but this way I got f***ked up UVs. Should I export it at a lower subdiv. and use displacement maps? Won’t this make me lose some details?


#2

Yo bro! Wow a sit you’ve got there, ain’t good!
Try to use retopology with normals baking, and then you can extract some information from normals for cavity etc using programs such as quixel suite Ndo or substance…
it will require to learn retopology (maybe topogun), uv the model then (preferrably uvlayout), then extracting some textures from hipoly, be it normals or displacement.
As you can see, it will require some additional learning, but that’s the drill bro! Peace, no fighting!