Just to note I made sure to research a bit before posting, just having trouble filtering through full version zbrush tuts and core. From what I’ve gathered the proper zbc/maya pipeline seems to be…
Models meant for animation:
-Start out with a dynamesh, or an imported block out(convert to dyna)
-Sculpt the model, without fine detail yet
-Import this model into maya and retopologize it (also unwrap new topologies UV?)
-Import the retopologized model back into zbrush
-Subdivide the model and add the fine detail
-Export the higher subdiv. mdl, along with a lower subdiv.version back into maya
-Bake the high poly model into the low poly version(outputs a normal map?)
-Animate the final version.
Environment Assets(guessing)
-Block out in maya > UV unwrap > add edge loops(for future subdivision)
-Import to zbrush, subdiv. & add any detail
-Export back into maya and bake.
Im still a bit confused about baking 3D details/baking textures. Would substance painter help out at all?
Thanks for any tips,