1
Lesson
One video, the whole workflow end to end, nothing held back.
8
Minutes
Short enough to watch before you start, complete enough to follow along.
Multiple
Software
Maya, ZBrush and Substance Painter, each doing the part it is best at.
Free
No charge
Free to watch with an account.
Beginner
Scan to production-ready
Bake, don't rebuild
A scan is not an asset. Two million triangles, no edge flow, no UVs, and no hope of being rigged, animated or rendered efficiently. This takes it to under thirty thousand polygons with the high-resolution detail preserved as baked maps, in about eight minutes.
The order is the lesson. Check the scale first, fix the geometry before remeshing rather than after, let ZRemesher do the topology, let Substance Painter do the UVs, and only then bake.
Project files
Project files
Download the whole model library
Twenty-plus production-ready models with 8K maps – every one of them built with exactly the technique in this lesson. Free, and yours to pull apart.
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The toolset
Software we will be using.
The curriculum
Module by module.
One module, one video, the whole workflow end to end, and all of it is free to watch.
01
Scan to production-ready
1 lesson
- Quick Retopo any Complex Model
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Check the full course details
What you’ll need
- Mayascale check, the STL plugin, and the final shader
- ZBrushGoZ to get there, ZRemesher to do the retopology
- Substance Painterauto-unwrap for UVs, and the bake
- A scan to practise on, threedscans.com is free and is what the video uses
The principle transfers. If you use 3ds Max, Blender or Cinema 4D, the steps are the same and each application has its own remesher, auto-unwrap and bake.
What happens, in order
- The source scanWhere the model comes from, a free scan from threedscans.com. (0:30)
- Scale and proportions in MayaImport and resize so the asset is at real-world scale from the start, with the STL plugin enabled. (0:48)
- Why the topology mattersThe short version of what makes a scan unusable, and what you are actually fixing. (1:10)
- GoZ into ZBrushMoving the asset across without an export/import round trip. (1:55)
- ZRemesherWhat it does, and the settings that matter. (2:09)
- Fixing the geometry firstThe quick clean-up in ZBrush that decides whether the remesh succeeds. (2:44)
- Remeshing the assetThe actual retopology pass. (3:15)
- Back in Maya to checkReading the new mesh before committing to it. (4:20)
- Auto-unwrap in Substance PainterGetting usable UVs without laying them out by hand. (4:40)
- Baking the detail downProjecting the high-resolution surface onto the low-poly mesh, normals and occlusion. (5:20)
- ExportMesh and baked textures out. (6:08)
- Shader in MayaBringing the UV'd model back and building the material. (6:35)
- The comparisonSide by side: what was kept, and what it cost. (7:04)
Course pricing
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