|
Hobedfelm
|
Hobedfelm
Posted Last Year
|
|
Group: Forum Members
Last Active: Last Year
Posts: 7,
Visits: 25
|
I came across several tutorials showing how to export a finished model from ZBrush to Character Creator with textures included. However, since I did the UV unwrapping in Maya, I imported the finalized FBX file. When importing textures, it’s crucial to have the Substance Painter plugin installed beforehand so that the textures bake correctly.
|
|
Hobedfelm
|
Hobedfelm
Posted Last Year
|
|
Group: Forum Members
Last Active: Last Year
Posts: 7,
Visits: 25
|
Baking and texturing I did in Substance painter
|
|
Hobedfelm
|
Hobedfelm
Posted Last Year
|
|
Group: Forum Members
Last Active: Last Year
Posts: 7,
Visits: 25
|
Usually, I prefer to do retopology in Maya, but unfortunately, I didn’t have enough time. So, I used ZRemesher in ZBrush and then manually adjusted the low poly model. However, I did retopology for the character’s head in Maya because I plan to create a rig for facial animation.
|
|
Hobedfelm
|
Hobedfelm
Posted Last Year
|
|
Group: Forum Members
Last Active: Last Year
Posts: 7,
Visits: 25
|
|
|
Hobedfelm
|
Hobedfelm
Posted Last Year
|
|
Group: Forum Members
Last Active: Last Year
Posts: 7,
Visits: 25
|
The next step was to refine the turtle shell. To make the process smoother, I divided the different parts into separate polygroups.  I also decided to add moss and mushrooms, drawing inspiration from similar references.  |