Complete High Poly to Low Poly Workflow - Zbrush Maya
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 Published On Jun 3, 2016

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Here is the complete workflow for creating a high polygon model starting in Maya and sculpting in Zbrush exporting to Xnormal for baking, texturing in Quixel and then importing to a game engine Unity.

This covers all the aspects of something I haven't seen demoed in the industry and remains a looming question people have after creating a dense model in Zbrush. This will help you take that model and get it ready for use in Game Engines, background in films or anything you can imagine.

Software needed:

- Maya (Any Version)
- Zbrush (costs)
- Xnormal (free!)
- Knald (optional + costs)
- Quixel (texturing solution + costs)
- Unity (free personal)

If you get stuck or need help just let me know, I'm always happy to help!

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