When building 3d models for games, film, or other applications,
a high level of detail is often required. In order to achieve
this detailed look, it's not always feasible to use more
traditional 3d modeling methods- moving points or adding edge-
loops. In addition, meshes that are actually that detailed would
be unusable because of their high polygon count. To get a
detailed looking model while maintaining a workable poly count,
a 3d sculpting application like ZBrush or Mudbox can be used. In
this course we will talk about the process of taking a low-
resolution base mesh into a sculpting application for further
detailing. For our example we will be using ZBrush. We'll talk
about how the mesh should be prepared. We'll also cover the
transfer of the geometry back and forth between applications.
We'll also talk about sculpting methods, as well as UV layout
and map creation. Finally we'll cover both manual and more
automatic ways of setting up your sculpted assets back in Maya.
In the end you'll have a great found