Create A Stylized Character With Maya And ZBrush - Part 3
Shaun Keenan
•
20 min read
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.
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Note: click the 'Monitor' icon to view tutorial in full-screen HD.