I've read a couple things, but can't find a definite workflow. If I have a character with mirrored UVs, how can I create a normal map from the character in Zbrush?
One way I was told in Maya's UV Texture editor, move the one half of the UV's off to the side or make them really tiny, then take the model into zbrush, create the normals and then just put back the UV's when you add the normal map to the texture.
Any ideas? Is that the usual workflow? I'd like to have mirrored uv's so I can have a little larger textures, but do not want to have to pick between a normal map or higher res texture.
Lower res texture not mirrored with normal map, or higher res texture with no normal map. I'm just not sure of the workflow, any help greatly appreciated.
Replies
Problem solved.