How the process of texturing and rendering high poly models look like? I'm talking about realistic high quality rendered images not game models. For example Geralt in The Witcher 3 game box cover. Is this a Zbrush model textured and rendered? But how to texture without UVmapping? Can someone clarify these things for me?
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I'm sure some professionals here will chime in.
Procedural texturing in with a node graph is one way too, Tor Frick got some nice renders with that. Those can be baked down too, to some unwrapped mesh (normally lower poly, and post subdivided if it was for an offline render)
One way, you sculpt the high-rezs mesh, skip down a few subdivs, add UVs, pop back up top, do a rough polypaint, then export to your 3d paint app of choice, for refinement.
And as Obscura pointed out, there's a lot of paintover work for still shots. Just a lot faster than doing it all in 3d. If the character isn't animating, no need to do it all in 3d.
Some info here that might help
http://wiki.polycount.com/wiki/Character
But yeah triplanar can't be used if the asset is moving, but for still image you can do pretty much anything ( https://www.youtube.com/watch?v=ykdOVCqSPZc )