Full 3D GAME ASSET workflow ( Maya / ZBrush / Substance Painter )


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In this subscriber request tutorial I will walk you through the entire 3D workflow of modeling, sculpting, baking and texturing to end up with a low poly, high detail model ready for use in a game engine.

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34 responses to “Full 3D GAME ASSET workflow ( Maya / ZBrush / Substance Painter )”

  1. why we need edit AND "make a polymesh 3D"? I thought that when we can "edit" it is because it is already a pm3D….by the way, very professional vids and tuts. Congratulations.

  2. Hi, Mike. I have the question. Why when you hided all the subtools (6:14) in the viewport I see the model?
    p.s. sorry for bad English, my native language is Russian. Thanks for tutorial!
    — update: maybe it's ghost and it requirements refresh of viewport?

  3. Great video Mike. Is it possible to do this with several high to low meshes in substance painter. I have a project that has several sub tools and I was hoping to bake my HIGH to low meshes on numerous texture sets. Does this make sense? And do you think this workflow makes sense or should I combine all my meshes in Maya and create one fbx/obj in zbrush? is it better to have separated meshes for better UV and detail?

  4. Hey I know this video is almost a year old but perhaps someone will be helpful enough to solve my issue. So for some reason after I bake high poly mesh into the low poly one substance painter completely ignores the Noise that I added in Zbrush. Everything else is at the place but noise is absolutely being ignored by SP. Anyone know why this happens?

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