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Unwrapping and texture question on model

Wolfer
polycounter lvl 8
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Wolfer polycounter lvl 8

Hi there so I got this question and bare with me if the answer is so obvious. Just I like to make sure or see if there is something else I should keep in mind for the future. I'm full of questions and get better understand of the pipeline :) So I finish following this tutorial of this model that turned out well. Now I like to see about bringing it into substance painter to texture it as I like the tools in painter. However I feel it will be tricky. Now in this picture in A, there is my model but as shown in B it has a lot and I mean a lot of triangles. Now I know I should unwrap it but I have to wonder if it normal to unwrap something like that with many tri or not a good idea as it could lead to issue or even might be too much for substance painter. Would I have to say decimate it to have a low and high poly version so it look better for texturing. Just in example C we can see how all the vertices are in that and it quite a mess so makes me wonder how I would unwrap it or would it be something I have to do redo. The same question for D for the body as we see how the body is. Just wondering on that. This isn't for a game engine. I'm just practicing and finish this model and wonder what approach to keep in mind when wanting to texture this even if not for a game just a render. Maybe I might have to decimate or do something else for the unwrapping but thought I ask to see what are good things to think on.  

To summarize, asking what step or thought should i keep in mind if i wanted to texture this and not just in substance painter but any other since i like how it turned out.



Replies

  • aumramaram
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    aumramaram polygon
    I read through your post but I'm not sure what the problem is.

    If you're worried your computer can't handle the mesh in Substance, why not just try to import it and see for yourself?
  • sacboi
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    sacboi godlike master sticky
    Yeah looks like has turbo smooth on it but as said above, if importing your model doesn't make your system want to turn it's toes up at the mere thought, I'd personally just hit import also I think SP has triplanar projection which will be the only option I'm afraid, since your model isn't re-topo'd nor UV'd.
  • Wolfer
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    Wolfer polycounter lvl 8
    This is actually with blender.  Also i wasn't worried about my system, just seeing if this was a smart idea to do or making more work for myself that isn't necessary.  Also didn't think on that function for substance painter.  Just trying to understand better pipeline thinking and all
  • poopipe
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    poopipe grand marshal polycounter
    Painter's triplanar projection still requires UVs on the model. 
    It projects the result of a triplanar projection onto the uvs - rather than it being a shader effect. 
    So.. you need UVs 

    If you don't mind shit UVs just get painter to unwrap it on the way in 
  • Wolfer
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    Wolfer polycounter lvl 8
    poopipe said:
    Painter's triplanar projection still requires UVs on the model. 
    It projects the result of a triplanar projection onto the uvs - rather than it being a shader effect. 
    So.. you need UVs 

    If you don't mind shit UVs just get painter to unwrap it on the way in 
    got it. thank you. just was wondering on these thing and good things to learn. sorry if my question are hard to follow but i been getting answers :) 
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