Hard Surface Modeling with Zbrush - Part 3

This free tutorial series outlines an abbreviated process for converting a high poly zbrush model into a fully textured game-ready asset. It includes strategies for retopology, subtool organization and naming, setting up UVs and bake groups in Maya, generating opacity maps with Substance Painter and Photoshop, using ZScene Manager and Decimation Master to prepare the high poly for baking, and finally working with smart materials, emissives, and anchor points in Substance Painter. Many of these topics are covered in more detail in my 3D Foundations course, available on Youtube. Part 3 playlist available here: https://www.youtube.com/playlist?list=PLpoXxlr0idMlYMDebz1kW-dd_JD7wRpzt

This series picks up where Part 2 ends, with the completion of the high poly model in Zbrush. Part 2 is available here: https://www.youtube.com/playlist?list=PLpoXxlr0idMlwAWdx1BkTwHZfhuIdppDI

Part 1 covers these tools and more in greater detail. I recommend watching it first if you are new to working with hard surface geometry in Zbrush: https://www.youtube.com/playlist?list=PLpoXxlr0idMkF5l8uSrdFJiWNXLE-joUn

See more at https://www.isaacoster.com