63. 1. HighPoly (no bugs, smooth bevels, naming, materials)
2. LowPoly, UV (polycount, naming, autopack UV to determine texel density)
3. Final UV (if texel is not enough - mirroring and overlapping parts)
4. Bake Normal (32bit) in Maya, mixing geometry and surface normals, fixing bugs in
Photoshop.
5. Export .obj or .fbx HighPoly and triangulated LowPoly for baking and texturing
6. Bake AO, colorID, and additional maps in Substance Painter
7. Texturing in Substance Painter and Substance Designer
8. Export .fbx and textures to engine
Pipeline