

Use ZBrush for final details and organic shapes.Keep good topology if possible – this will make it easier to create low-poly from high-poly and avoid visual errors.This way it will work well with the blockout dimensions. Start to model the high-poly model and keep the dimensions inside the placeholder model.Isolate the blockout placeholder model.My workflow is pretty standard for modelling but here are the most important stages to consider: All I need to do is pick a placeholder model and replace it with my final model. Modelling is easy thanks to the blockout. Simply replace the placeholder models in your scene with finished objects built individually in 3ds Max to matching dimensions and exported into UE4
