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hi,
atm I've figured out a work flow to get a static mesh from zbrush into unreal. first by transferring to maya where I create a low poly mesh and a uv map for each subtool. then I bake the high poly models onto the low polys in substance painter and make it look pretty and export the textures. then finally import the lowpoly subtools into unreal and apply a material made from the textures and piece the individual components back together in a blueprint file (if theres more than one subtool)
however I now have a model I want to rig and animate before going into unreal I assume the process would be the same except instead of going into unreal after substance painter I should take it back to maya apply the textures in there then rig the model and export it as one thing to be imported into unreal.
Could someone give me a brief overview of the steps needed to get from having a bunch of low poly .obj's to having a rigged model textured in substance painter and exported ready for unreal, I can get the details from youtube but there's a lot of tutorials with diferent workflows in mind so im finding it difficult figuring out which methods are relevant.
Solved! Go to Solution.