So the primary reason why you want to use both is because you want to - draw in 2d on clean UVs for some assets and - don't have to somehow unwrap the rest ? Question is: is it better to use auto-unwrap vs. ptex
Ptex are really a dangerous if you dont know what they do and how they work. All your Ptex data gets destroyed if you change the topo! You cant clean them in a 2D painter. You cant reuse them on an other asset. Only a view render engines are able to render them.
As rollin mentioned i would go with UVs even if they are generated.
Thank you so much, I've decided to stick with Ptex, it is closer to me, I prefer to draw on things like digital painting. Can you tell me the cartoon production pipeline when using ptex. I have modeled with maya and zbrush, can i open ptex file in maya for rig and animation? the tutorial about ptex is very few and i would be very happy if you recommend me a forum or group about Ptex
Create a wip thread here and i will answer your questions. I used Ptex in production. If you are in Zbrush its really dangerous to change the vertex order and you loose your ptex file.
Digital painting is exactly the same with Ptex and UVs. In fact all commercial available Ptex Painting Tools are using UVs in the background.
Your animation geometry has to be rock solid no further changes.
Replies
The Question is why do you think you need Ptex?
- draw in 2d on clean UVs for some assets and
- don't have to somehow unwrap the rest
?
Question is: is it better to use auto-unwrap vs. ptex
All your Ptex data gets destroyed if you change the topo!
You cant clean them in a 2D painter. You cant reuse them on an other asset.
Only a view render engines are able to render them.
As rollin mentioned i would go with UVs even if they are generated.
If you are in Zbrush its really dangerous to change the vertex order and you loose your ptex file.
Digital painting is exactly the same with Ptex and UVs.
In fact all commercial available Ptex Painting Tools are using UVs in the background.
Your animation geometry has to be rock solid no further changes.