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title: "Dragon Modeling"
canonical: "https://rmanwiki-27.pixar.com/space/RU/657555575/Dragon%20Modeling"
format: markdown
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### Modeling

Clement gave me a high and low poly model, from which I adjusted the UVs a bit and split them into UDIMs to get more texture resolution. This allows me to use several 4K maps, instead of a single 16K or 32K texture map. The former is easier to parallelize and makes creative workflows much more efficient.

![model-uvs.jpg](media://276026d4-38a2-45d7-8374-c82381b531f6)

In zbrush I subdivided the low poly model, and then projected the high poly details onto it, which allowed me to export high quality displacement maps rich in fine detail without having to deal with the expensive high polygonal model in my 3D app.

> 📝 Tip 1: When projecting high poly details in ZBrush, always do one subdivision step at a time and not all at once.

> 📝 Tip 2: When mirroring the UVs, you can copy > paste UV patches in Mari.

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