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PBR Game Asset Creation Part 5 - Finalising the UVs in 3dsMax

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In this new series we'll create a PBR-ready 'chem-tank' asset using a Zbrush_3dsmax_Substance Painter_Unity workflow. We'll cover the entire process from low-poly modeling in Zmodeler to final texture map export in Substance Painter. And at the end we'll set up the asset in Unity. In Part 5 the fun continues. We'll finalise our basic unwrap from Zbrush and create our finish UV template ready for baking and texturing.

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