Focus: Retopology, UVs, Baking, Texturing, and Engine Export. Target: Artists who have beautiful ZBrush files but cannot get them into Unreal Engine without crashing.

If Part 01 builds the skeleton, Part 02 gives the character a soul. This section moves away from grayscale sculpts and into the world of PBR (Physically Based Rendering) textures and rigging.

Key takeaways from Workflow 02:

Difficulty: Medium Technical errors will occur. Cages will intersect. Normal maps will be inverted. You will learn to troubleshoot. Result: A low-poly model that looks high-poly.