Create A Stylized Character With Maya And ZBrush - Part 3
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Read Time:
1 min
This post is part of a series called Create A Stylized Character With Maya And ZBrush.



In part three of the stylized character creation series, we’ll start the retopology process by decimating the pants in Zbrush and exporting them back to Maya, where we'll use them as a guide to quickly construct a new pant mesh with proper quad based topology.
Note: click the 'Monitor' icon to view tutorial in full-screen HD.
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Sign upShaun Keenan (Fusedgore) is a self taught CG artist. His specialty is Modeling, Rigging, Sculpting, Texturing and Rendering. Shaun has over 7 years of experience in Character Modeling, Character Rigging, Sculpting and Texturing. Primarily a character Modeler, Shaun strives to help as he can with any project people are trying to finish. Many of Shaun's work can be seen at the following links. If you have any questions, Shaun is willing to try and answer those questions by email.
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