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>> No.776041 [View]
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776041

>>775996
That seems like a good idea. I need to go back to zbrush because I want to use an specific brush and sculpt in such area (attached pic). Im not able to think of any other way to doing that inside Maya instead.

Maybe I could try to add the loops inside zbrush without changing topology (avoiding zremesher) and then reimporting the model to maya, binding skin, copying weights to the new one and in practice, everything should keep working correctly isnt it?

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