
The skeleton and blend shapes should only be needed on the low poly mesh. You don’t have to worry about skeletons, blend shapes or UVs for the sculpted version, you will use a material to add the normal map baked from the sculpted high poly mesh to your low poly mesh in UE4. (Sorry again for the noob questions, I swear I’ve tried searching this up ) But if do not bring the model back from ZBrush to Maya, how will I set its skeleton and blend shapes? How can I reimport/replace the mesh in Maya after modifying it in ZBrush without losing the skeleton/blend shape data? For our game, we have some blend shapes set up, and as far as I know sending meshes into ZBrush from Maya gets rid of all that info. Thanks for the reply, I’ve got most of it down now! If you wouldn’t mind answering a question of mine, I’m a bit lost when it comes to re-sculpting the base mesh (as you can guess I’m kind of new to the art side of things :p). You’ll only need to re-skin if you make huge changes to the mesh, and in that case you would retopo - skin - unwrap again.


Then if you want to change the sculpted mesh you can just redo the texture baking step. Yes, you would bring in a base from Maya in the shape of the rig you’re going to use (in your case the ART default I guess), in Zbrush sculpt everything, bring the sculpted version back to Maya, retopo so the low poly fits the sculpted model better (or just retopo the sculpt to a new low poly mesh), skin the new low poly, add UV seams and unwrap, then bake the high poly information to the low poly mesh using XNormal or Substance or whatever you’re using.
