I think I'm missing something fundamental here: How do I streamline my mesh (post-texturing) without messing up my carefully constructed UVs?
I construct a base mesh in Max/Maya and export for texturing/HiPoly detailing in ZBrush or equivalent.
This base mesh needs UVs before export so that Poly/vertex painting and Details can be mapped. It seems as though this mesh needs to be locked down in terms of geometry, as removing geometry is impossible without messing up UV layout ("Preserve UVs" in 3DsMax has limited effect). BUT a realtime-friendly mesh (with tris) doesn't have a subdivisional-modelling friendly geometry without changing the geo which, again, scrambles the UVs, sooo...
What am I missing? Is the process as messy as it seems? Obviously this is a fundamental issue, and any help/links would be most welcome..
[I'm aware that UVs aren't crucial in ZB - that Polypaint can be projected in xNormal without UVs, BUT this doesn't preserve straight lines, as projection depends on a cage.]
Replies
an example would be helpful
Generally you just reproject whatever detail on to the mesh with UVs
here's a way to do it in Zbrush with polypaint
https://www.youtube.com/watch?v=gR0v8dLw77c
You have at least two different things when following the traditional baking workflow, a high poly model and a low poly model. If you need to paint details on the high poly via vertex colors or either unwrapping it (note though that this is not typical), so be it.
When you want to transfer this detail to your low poly model you simply unwrap it and then bake the high to the low. If you need vertex colors or a textured high poly that's fine, you just load it up.
It's not necessary for there to be any meaningful relationship between the topology or unwrap between the high and the low for you to have a bake. The only goal is to get the shape and volume of the low to as closely match the high as possible without blowing your triangle/vertex budget.
Yes, subdividing a mesh can warp uvs(linear vs smooth uvs) Zbrush has a smooth uvs function. But that is immaterial, you don't have to worry about uvs on your high poly for baking....ever.
As for uvs on a high poly, there have been a number of instances where I've needed exactly that. Particularly when being given a textured high poly asset that was made for other purposes and repurposing it for a game asset, in which case you can transfer the old textures during baking.
Obviously there are more specialised cases, as you've mentioned, and hard-surface props have a dozen approaches but, for now, the basics.
Good Lord, Sweet Liberty.
I took all advice on board and the the problem duly morphed: I've graduated to baking problems!