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You could do this from information, displacement and any other under the Decimation tab, one ZBrush to generate the displacement maps and the textures by such as Photoshop.
modifying spotlight in zbrush
How to POLYGROUPIT for TOPOLOGY in Zbrush 2018 - 60 second tutorial11/ Open zB and merge all the subtools at their highest subD level so you have a highpoly version of your figure to bake textures from. You have a few options open to you but probably the easiest is too retopo/remodel in Maya or another external app. Then import that mesh in as a subtool and use. Use decimation master in Zbrush to get your reference mesh down to a manageable poly count then. Very effective if you're working for games.
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