In this video we walkthrough exporting our models from Plasticity for baking. We bring the model into Zbrush and run through a series of steps to prepare the mesh for baking. This includes, Dynamesh, polishing, setting morph targets, and using decimation master.
In Maya we check for artifacts with a custom metal shader and fix any errors, so our meshes give us perfect bakes.
Lastly, we look at the bevel shader and a tool to speed up workflows, and when it makes sense to use it.
In this video i references a PDF Zbrush guild created by Eric Correia
https://www.artstation.com/ericcorreia
and a maya plug-in created by Malcolm Anrieshyn that allows you to classify edge thickness with the bevel shader (marmoset) inside of Maya.
https://www.artstation.com/artwork/68...