Hello , I had been trying the last days to use Quixel and texture my big spaceship model with it , the model is high poly , but despite I have uvmapped every single pipe and bolt on the model I am finding really difficult to be able to assemble all the pieces into manageable textures , forst of all if I merge allpieces of the model into one single object and a single uvmap , I woul dhave to use a 16 k map size at least , quixel supports up to 8 , but that's not the problem the problem is that max crashes when I even try to merge 1/10th of the model and work on the uvmap projections.
Xnormal refuses even toload two high poly models and anyway the backing textures comes better out of max directly .
The problem is that I have to split the model into at least 25 different parts each with a big big texture and I am anyway loosing details on the smallest models that are getting like few pixels in the maps .
Even arranging then those uvmaps requires a huge amount of time due to max slowing down like was pulled by turtles , each action takes several seconds to complete if doesn't crash.
I am starting to feel frustrated and I am wondering , if is or not possible to actually texture high poly models directly with uvs and all instead of beeing forced to go with procedural ways ?
What I am doing wrong or what I am missing from the formula?
Replies
not one texture... hundreds of smaller ones...
and creating extra geo only for baking is a common workflow... or using parts of the bigger object to create a decent ao map...
As for screenshot what in particular ? Here is the thread . http://polycount.com/discussion/169587/spaceship-hardsurface-subdivision-polymodeling-learning-and-help#latest
and here a related question http://polycount.com/discussion/173606/answered-high-poly-workflow#latest
or if you bake one part of the object and the rest is in the scene you get good ao...
or you bake all at once with UDIMs....
mudbox, mightybake or vray does bake UDIMs fine...
A highpoly ship made for special effects in a movie is usually designed for a specific camera angle and distance. Any details not seen are not made, to save time.
Distant shots use an entirely different model from closeups.
standard is to place all uv tiles in the 0-1 space... but a tot of tools are able to read texture if you move them into the second space and beyond...
mari and mudbox,... maya,.. modo,.. and in the latest version also substance painter...
http://bneall.blogspot.co.at/p/udim-guide.html