







Here is a low-poly car I sculpted based on my own concept art, which you can see at the bottom of this page. I created a model sheet inspired by my concept art directly in Adobe Photoshop, and then I used it as a base for sculpting in ZBrush. After that, I checked the retopology and UV mapping, and I prepared all the materials in Autodesk Maya before exporting the mesh to Substance 3D. I then baked the input maps and textured it. The goal of the tutorial I created for my school was to teach the Bitmap mask techniques and demonstrate how to work with Adobe Photoshop in combination with Substance 3D, along with effective ZBrush techniques and workflow organization.