In this three parts series you'll learn how to build an advanced, modular based rig in Maya. The final rig will contain several models, with the option to change between different texture sets and mesh density levels on the fly.
In the first part, Shaun Keenan will once again walk you through the process of sculpting a detailed fish inside ZBrush. Topics include adding detail, using decimation master and ZRemesher, exporting to Maya and retopology with NEX, as well as UVmapping with Roadkill.
1. Blocking Proportion in ZBrush
2. Sculpting the Main Details
3. Sculpting Fine Detail
4. Decimation and Exporting to Maya
5. Retopo with NEX in Maya
6. Finalizing the Topology
7. UVMapping with Roadkill
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