hey guys ive got a model a lowpoly basemesh i have been working on in maya thats mapped up and ready for textureing, issue i have run into is that i have my map on two seperate uv spaces +,+ and -,+ when i bring the .obj into zbrush and select the uv group i want mapped it draws the map for both sides anyways with terrible results. also, my macine isnt fast enough to import the highres and do a bake down so im stuck here. i was gonna try splitting my mesh down and importing just the half from the +,+ uv section but this seems retarded and there must be a better way. multiple uvs possibly? im not sure hoping somone could point me in the right direction.
Replies
2nd, don't be so quick to blame your machine there's a good chance you rushed insanely high in the Sub-D levels and the model probably doesn't need to be that high poly. Just a guess tho, it seems to be a tread with new sculptors to rush really high without really sculpting at that level.
3rd, adding more UV's isn't going to get the poly count down. So I really don't understand what you mean by that? What is going to reduce the poly count? Going down a few levels and exporting from there.
4th have you tried using Zbrush to create the needed maps?
http://meshlab.sourceforge.net/
its free and pretty impressive at crunching down the polys, handy for when yr machine is grinding to a halt.