After opening UVW on my mesh, I know that my sizes are right and that the UVW, vertices, and edges correspond with each other. These are the following steps:
• Reimporting into ZBrush
• Adding subdivision levels
• Sculpting micro‑detail
• Exporting displacement and normal maps
• Applying to my model back in Maya, and
• Reusing as template for albedo and roughness textures.
My goal here is to use this mesh density as my default subdivision level in ZBrush, gradually adding SubDivisions and – applying tons of patience and references – sculpting micro‑detail by hand. The higher the subdivision, the finer the detail. Once My detailing process is done, I am in the position to export normal and displacement maps, reusing my UVW. One of the many advantages of using this method is that I can re‑use these maps as a template for my color, roughness and even SSS textures later in e.g. Substance Designer. The next step in the pipeline is Texturing. Click on this link to see more: https://www.3dartviz.com/skills/skills-3d/rendering/texturing-character-render-time.html | Find out more information about digital modeling and sculpting, clicking on the following case study links: https://www.3dartviz.com/skills/skills-3d/modeling/sculpting-modeling-human-head-rigging.html | https://www.3dartviz.com/skills/skills-3d/modeling/modeling-mechanic-character.html | https://www.3dartviz.com/skills/skills-3d/modeling/modeling-prop-asset-xreality.html