ZBrushCentral

Zbrush 4R6 and Maya 2013 Animation Workflow

Hello! I’m currently trying to bring in a creature I created in Zbrush in Maya. My workflow so far is this: 1) block out creature design in zspheres, skin and create mesh. 2) Create detail on various subdivisions. 3) Create teeth, eyes and claws and append as subtools. 4) Use zremesher to retopologize. 5) Project detail mesh to retopologized mesh at all levels of subdivisions. 6) Create my displacement and normal maps. Now from here I’m not sure what would be the best way to go about bringing this into Maya for rigging and animating. Do I merge all the subtools into one or do I want the subtools separate? Also, when creating morph targets… is it best to use the blendshapes plugin in conjuction with GOZ? I appreciate if someone could lay this out for me so I don’t make some huge mistakes in the workflow. Thanks! :slight_smile: