Part 2 : Retopology, UVs, Bakes, and Texturing
This is the second section of a two part tutorial series covering the entire process for creating the textured low poly wheel above. The project is presented in real time, and narrated throughout.
This section of the series covers retopologizing the high poly model in Zbrush, laying out UVs in 3DS Max, baking procedural maps in Xnormal, and creating textures using Quixel Suite.
This series assumes a basic familiarity of both 3DS Max and Zbrush. Procedures and tools used throughout the tutorial are explained and demonstrated in detail.
In case you'd like to run through the texturing pipeline without building the asset first, the high poly .ZTL, low poly .OBJ, and texture bakes are available for purchase separately.
If you'd like to see more, check out this time lapse of the whole series:
Chapters
11 - Retopology with Zbrush
12 - UVs with 3DS Max
13 - Baking maps with Xnormal
14 - Creating textures in Quixel Suite Part 1
15 - Creating textures in Quixel Suite Part 2