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    <title>topic Re: Maya workflow pipeline in Maya Modeling Forum</title>
    <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106482#M9188</link>
    <description>&lt;P&gt;First of all, thank you so much for infos and links, rly appritiate it.&lt;BR /&gt;&lt;BR /&gt;I am planing to use Arnold since i really like it, it gives me pretty awesome results and im very used to it.&lt;BR /&gt;&lt;BR /&gt;I kinda do like UVs, it's like a puzzle to me so it's not a problem UV everything in Maya since im most comfortable there, i enjoy it.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;You didn't answer me one question about baking from Hi to Low poly models.&amp;nbsp;&lt;BR /&gt;&lt;BR /&gt;Is it necessary to make 2 models one low and one high or there is a faster solution like make a Hi straigh away and then somehow reduce and extract Low one so they kinda be identical in scaling and such..?&lt;BR /&gt;Sometimes if im making 2nd model i kinda offscale it in some parts...&lt;/P&gt;&lt;P&gt;I have seen baking process in ZBrush where i have 2 models in OBJ and then when i done sculpting just transfer information to Low one and off to SP.&lt;BR /&gt;Is baking myb better in Maya or Zbrush is better for that?&lt;BR /&gt;&lt;BR /&gt;Thank you for helping me understand.&amp;nbsp;&lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;span class="lia-unicode-emoji" title=":flexed_biceps:"&gt;💪&lt;/span&gt;&lt;/P&gt;</description>
    <pubDate>Thu, 24 Oct 2019 15:14:55 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2019-10-24T15:14:55Z</dc:date>
    <item>
      <title>Maya workflow pipeline</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9104277#M9185</link>
      <description>&lt;P&gt;Hello all, i have a question about maya workflow pipeline, if someone would take time to explain and help me i would appritiate a lot!&lt;BR /&gt;&lt;BR /&gt;First of all I wanna make 3d model then i wanna sculpt it and then properly paint it.&lt;BR /&gt;Hope you can point me in right direction.&lt;BR /&gt;&lt;BR /&gt;As far as i understood it it's like this:&amp;nbsp; 3d model in maya &amp;gt; Zbrush &amp;gt; Substance Painter&lt;BR /&gt;&lt;BR /&gt;When i do baking process? Sculpting in Zbrush make it extremly HiPoly&lt;BR /&gt;Is it possible to paint it in SP and then when all finished return it to Maya to put in scene and render it?&lt;BR /&gt;What and where does UV play it's part?&amp;nbsp;&lt;BR /&gt;&lt;BR /&gt;Thanks friends!&lt;/P&gt;</description>
      <pubDate>Wed, 23 Oct 2019 19:17:01 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9104277#M9185</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-23T19:17:01Z</dc:date>
    </item>
    <item>
      <title>Re: Maya workflow pipeline</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106249#M9186</link>
      <description>&lt;P&gt;&lt;FONT size="2"&gt;Hi,&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT size="2"&gt;I'll try and explain as much as I can.&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT face="helvetica" size="2"&gt;"&lt;SPAN&gt;As far as i understood it it's like this:&amp;nbsp; 3d model in maya &amp;gt; Zbrush &amp;gt; Substance Painter&lt;/SPAN&gt;" - &lt;FONT face="arial,helvetica,sans-serif"&gt;It depends, you can build your high poly in Zbrush, jump to Maya to create the low poly, then bring both into substance painter and paint and bake out your maps. There's a few ways to go about it but they all get the same final result.&amp;nbsp;&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;U&gt;&lt;EM&gt;&lt;FONT face="helvetica" size="2"&gt;&lt;FONT face="arial,helvetica,sans-serif"&gt;Question&amp;nbsp;&lt;/FONT&gt;&lt;/FONT&gt;&lt;/EM&gt;&lt;/U&gt;&lt;FONT face="arial, helvetica, sans-serif" size="2"&gt;&lt;I&gt;&lt;U&gt;1&lt;/U&gt;&lt;/I&gt;&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT face="helvetica" size="2"&gt;&lt;FONT face="arial,helvetica,sans-serif"&gt;&lt;SPAN&gt;"Is it possible to paint it in SP and then when all finished return it to Maya to put in scene and render it?"&lt;/SPAN&gt;&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT face="helvetica" size="2"&gt;&lt;FONT face="arial,helvetica,sans-serif"&gt;Yes. There are many videos online that explain this. Here is where you can learn a lot&amp;nbsp;&lt;A href="https://academy.substance3d.com/search?software=substance%20painter" target="_blank" rel="noopener"&gt;https://academy.substance3d.com/search?software=substance%20painter&lt;/A&gt;&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT size="2"&gt;This video explains integration with Maya and substance:&amp;nbsp;&lt;A href="https://www.youtube.com/watch?v=jOZ-Sbnr7qU&amp;amp;list=PLB0wXHrWAmCzn3kcuShqtf-FQrOM93Qtx&amp;amp;index=3" target="_blank" rel="noopener"&gt;https://www.youtube.com/watch?v=jOZ-Sbnr7qU&amp;amp;list=PLB0wXHrWAmCzn3kcuShqtf-FQrOM93Qtx&amp;amp;index=3&lt;/A&gt;&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT size="2"&gt;&lt;FONT face="arial,helvetica,sans-serif"&gt;&lt;FONT face="helvetica"&gt;The main thing is &lt;/FONT&gt;plugging&lt;FONT face="helvetica"&gt;&amp;nbsp;your materials into the correct slots and material. Which render engine do you intend to use?&lt;/FONT&gt;&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;U&gt;&lt;EM&gt;&lt;FONT face="helvetica" size="2"&gt;&lt;FONT face="arial,helvetica,sans-serif"&gt;Question 2&lt;/FONT&gt;&lt;/FONT&gt;&lt;/EM&gt;&lt;/U&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT face="helvetica" size="2"&gt;&lt;FONT face="arial,helvetica,sans-serif"&gt;&lt;SPAN&gt;"What and where does UV play it's part?"&lt;/SPAN&gt;&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT size="2"&gt;&lt;FONT face="arial,helvetica,sans-serif"&gt;&lt;FONT face="helvetica"&gt;Before you send your model to substance Painter you should have good UV's. Without decent UV's you will not get a good results in substance painter. If you just want some &lt;/FONT&gt;average&lt;FONT face="helvetica"&gt;&amp;nbsp;UV's you can always do your UV's in Zbrush very quickly. However, you should probably do some manual work on the UV's if you want very nice results.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT face="helvetica" size="2"&gt;&lt;FONT face="arial,helvetica,sans-serif"&gt;If you have more questions ask away.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;</description>
      <pubDate>Thu, 24 Oct 2019 14:05:28 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106249#M9186</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-24T14:05:28Z</dc:date>
    </item>
    <item>
      <title>Re: Maya workflow pipeline</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106482#M9188</link>
      <description>&lt;P&gt;First of all, thank you so much for infos and links, rly appritiate it.&lt;BR /&gt;&lt;BR /&gt;I am planing to use Arnold since i really like it, it gives me pretty awesome results and im very used to it.&lt;BR /&gt;&lt;BR /&gt;I kinda do like UVs, it's like a puzzle to me so it's not a problem UV everything in Maya since im most comfortable there, i enjoy it.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;You didn't answer me one question about baking from Hi to Low poly models.&amp;nbsp;&lt;BR /&gt;&lt;BR /&gt;Is it necessary to make 2 models one low and one high or there is a faster solution like make a Hi straigh away and then somehow reduce and extract Low one so they kinda be identical in scaling and such..?&lt;BR /&gt;Sometimes if im making 2nd model i kinda offscale it in some parts...&lt;/P&gt;&lt;P&gt;I have seen baking process in ZBrush where i have 2 models in OBJ and then when i done sculpting just transfer information to Low one and off to SP.&lt;BR /&gt;Is baking myb better in Maya or Zbrush is better for that?&lt;BR /&gt;&lt;BR /&gt;Thank you for helping me understand.&amp;nbsp;&lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;span class="lia-unicode-emoji" title=":flexed_biceps:"&gt;💪&lt;/span&gt;&lt;/P&gt;</description>
      <pubDate>Thu, 24 Oct 2019 15:14:55 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106482#M9188</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-24T15:14:55Z</dc:date>
    </item>
    <item>
      <title>Re: Maya workflow pipeline</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106486#M9189</link>
      <description>&lt;P&gt;Will check it, might learn something!!&amp;nbsp;&lt;span class="lia-unicode-emoji" title=":smiling_face_with_smiling_eyes:"&gt;😊&lt;/span&gt;&lt;span class="lia-unicode-emoji" title=":winking_face:"&gt;😉&lt;/span&gt;&lt;/P&gt;</description>
      <pubDate>Thu, 24 Oct 2019 15:16:16 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106486#M9189</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-24T15:16:16Z</dc:date>
    </item>
    <item>
      <title>Re: Maya workflow pipeline</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106514#M9190</link>
      <description>&lt;P&gt;&lt;FONT size="2"&gt;Hi again,&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;FONT size="2"&gt;So in terms of baking from High to Low, there are certain things you can do to make your life easier.&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT size="2"&gt;Quickest way....&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&lt;FONT size="2"&gt;You can create your high res model in zbrush and then use ZBrush's Zremesher tool settings to create a low res version. Then, using the project button you can try and match it up as close as possible. Quick and easy.&lt;/FONT&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;U&gt;&lt;FONT size="2"&gt;Issues with the process above&lt;/FONT&gt;&lt;/U&gt;&lt;/P&gt;&lt;OL&gt;&lt;LI&gt;&lt;FONT size="2"&gt;Not a good approach if you have hard surface models. (Unless you're clever and divide into polygroups in zbrush and maintain&amp;nbsp;edges when using the Zremesher)&lt;/FONT&gt;&lt;/LI&gt;&lt;/OL&gt;&lt;P&gt;&lt;FONT size="2"&gt;You mentioned scaling your 2nd model. Please make sure your high res and low res are as close in scale and position as possible. When baking, the baking software projects your high res onto your low res using rays. If there are big differences between your high res and low res then you will get unwanted results.&lt;/FONT&gt;&lt;/P&gt;</description>
      <pubDate>Thu, 24 Oct 2019 15:28:24 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106514#M9190</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-24T15:28:24Z</dc:date>
    </item>
    <item>
      <title>Re: Maya workflow pipeline</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106533#M9191</link>
      <description>&lt;P&gt;Thanks got it.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;Can option "Reduce" in Maya be of any help regarding polygon count?&amp;nbsp;&lt;/P&gt;&lt;P&gt;Is it to some extend reliable?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Can Maya support imported HiPoly sculpted object from ZBrush or it will die in process and crash?&lt;/P&gt;</description>
      <pubDate>Thu, 24 Oct 2019 15:35:43 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106533#M9191</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-24T15:35:43Z</dc:date>
    </item>
    <item>
      <title>Re: Maya workflow pipeline</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106546#M9192</link>
      <description>&lt;P&gt;It can be but I would trust Zremesher first. It's quick and can be tweaked to suit your settings.&lt;/P&gt;</description>
      <pubDate>Thu, 24 Oct 2019 15:36:06 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106546#M9192</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-24T15:36:06Z</dc:date>
    </item>
    <item>
      <title>Re: Maya workflow pipeline</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106567#M9193</link>
      <description>&lt;P&gt;Hi!&lt;BR /&gt;&lt;BR /&gt;I check your yt channel and one thing got my eye.&lt;BR /&gt;It's about this video:&amp;nbsp;&lt;A href="https://www.youtube.com/watch?v=1OkWRY55m_s" target="_blank"&gt;https://www.youtube.com/watch?v=1OkWRY55m_s&lt;/A&gt;&lt;BR /&gt;&lt;BR /&gt;When u import your racoon to Maya when u crossing over topology over Zbrush model making low poly one, how is that thing called in modeling language? I wanna search and explore as much as i can. Thanks!!&amp;nbsp;&lt;span class="lia-unicode-emoji" title=":smiling_face_with_smiling_eyes:"&gt;😊&lt;/span&gt;&lt;/P&gt;</description>
      <pubDate>Thu, 24 Oct 2019 15:42:31 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106567#M9193</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-24T15:42:31Z</dc:date>
    </item>
    <item>
      <title>Re: Maya workflow pipeline</title>
      <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106572#M9194</link>
      <description>&lt;P&gt;Thanks mate!&lt;/P&gt;</description>
      <pubDate>Thu, 24 Oct 2019 15:43:41 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-modeling-forum/maya-workflow-pipeline/m-p/9106572#M9194</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-24T15:43:41Z</dc:date>
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