Hello Polycount;
I have a small issue related to UV mapping the object that has been modified via Dynamesh.
The problem is, it takes alot of time to make the UV map and since the object is too intense after it has been modified via Dynamesh, and contains triangles, you can not re-construct the subdivisions of it to make things go a bit faster.
So, do you guys just decimate the object, re-topo it and use xnormal to make Ambient Occlusion, Normal maps, and paint the texture in Photoshop?
Or is there a way to make texture within zbrush.
Thanks.
Replies
The high poly doesn't need UVs though, you can paint with polypaint in Zbrush and xnormal will be able to read that data while baking the diffuse texture.
!! Good to know. =\