Hi there!
I'm trying to finish my second Zbrush model and I finally have to deal with textures, UV's and normal maps. The problem is I never had to deal with those before and now the frustration is on.
I have to decimate my model down to under 1mil polys total, to be able to upload to Sketchfab and get the staff pick (they don't pick models over 1mil for staff pick because they cause issues with mobile devices). Problem is that when the model is lower poly the textures on it are pixelated so I need UV's and texture maps (if...I understood correctly). This way, no matter how much I lower my polys, the texture will stay the same.
Problem is...since yesterday, I can't seem to make a working UV for the cape of my character. I watched 4-5 tutorials, but none of them address my issue, simple because nobody has such noobish messed up mesh like I do. My mash has lot's of those holes and flying around torn up polys -
http://i.imgur.com/nesbDFh.jpghttp://i.imgur.com/4eWlu1S.jpgSo, I thought that's the problem and I decimated it, zremeshed it and tried to do the UV's on the new one using UV Master (you first do it on a clone and then copy/paste is what I learned) but even then...the UV's look like this -
http://i.imgur.com/y2r9xxq.jpgWhich is bad because when I add the texture through Zapplink / Photoshop, the logo (texture) projects itself on top of the cape, on the bottom and randomly around the neck...and I want it only on the top of the cape.
I haven't used Symmetry when did the UV's. I tried to use the Protect brush, but that did not help.
I guess I have to do UV maps for every subtool I have if I want to have normal maps...and this will bring hell on earth for me, but that's not important now. One step at a time. Now I have to figure out how to add hi-res texture on this cape, lower its polys by 10 times and keep the textures resolution.
Oh yeah and another thing, I don't have subdivision levels anymore. I still don't perfectly understand how to work with dynamesh and subivisions and all of that.
Replies
Side note: when unfolding UVs, try to imagine you're skinning it like an animal in an attempt to lay it out flat. You want as few seams as possible, but seams are unavoidable if you don't want crazy texture distortion.
I searched here on the forum about UV software and people were recommending a LOT of different software so... as a person who's total noob, I'll just have to take the first software I see and use it.
By the way...will sunstance painter help here? Maybe not...bcuz, if my overlapping UV's are making problems in Zbrush, they will in Substance painter too
http://i.imgur.com/OIca1TN.jpg