Modeling for both HighRes and Realtime
…from ZBrush to Houdini, and very soon Unreal Engine
Import of and assembly of ZBrush elements, UV layout and rigging, with the goal to conserve a very low but subdivide friendly geometry.
The array meshe parts from ZBrush had to be remade in Houdini in order to be more easily rigged, and required to be all individuals (no instances) so they all have their own UVs (and specific textures)
Back to Houdini with Redhift (PBR worlflow).