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
If you're worried your computer can't handle the mesh in Substance, why not just try to import it and see for yourself?
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