Hey all, I recently decided to take a crack at another model and using substance painter. My model is based off of Adam Adamowicz's concept art from a creature from the Elder Scrolls IV: Shivering Isles.
I went about making the base mesh and making sure to map it before sending it over into Mudbox, because I wanted to make a normal map there and apply it to a lower resolution mesh. The model has come out looking fine, but when I go to apply a brush or material to the mesh in Substance painter, it became clear that I had an oversight when making this model. My projected UV's have not deformed with the shape of my model, and those areas are getting noticeably less detail.
What would be the best way to go about rectifying this? I would rather fix the UV's to accommodate the shape of the model after sculpting, but I would also rather not stitch together a spider web in the texture editor in Maya. Thanks all!
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These textures are just examples for how bad the UV situation is. I'll probably end up having to start the UV's from scratch.
Link to final: