am i fucked? 1.2 million polies. how might one go about texturing such a work?
i have zbrush and blender available for usage, and have mats/colors on the model in zbrush. as far as i understand, you cannot map uv's in zbrush, is that right? i would love to map in low subdivision and use that for high poly...but i don't know if this is a tool that exists.
opening an obj of 1.2 million will basically crash blender, so hopefully there is a tool in zbrush that makes this a wee bit easier.
sorry if this is either absurdly common or something very difficult, but any insight on the topic would be great
Replies
Personally I UV-map all my "cage" meshes before starting to ZBrush even if I'm not sure I'm going to texture it - UV-mapping a simple cage mesh takes 10-15 minutes, the UVs don't have to be optimised (just keep seams to a minimum) and it means in the end you can do whatever you want with the texture on the highpoly.
Hell, you could even use the ZBrush "AUVTiles" or "GUVTiles" buttons at the lowest sub-d level to apply quick and dirty UVs, then bake your polypainting to a texture based on those.
The texture bake won't be editable in photoshop due to the auto UV layout but it will display correctly when applied to the model in any other app.
If you're on a 64-bit windows machine, try Blender 64 win, I've been able to import + 3 million poly meshes easily.
i mean i definitely get that i need to take care of UV business from now on long before i get into this kind of detail, but i don't just want to bail on this guy .
and LoM Chaos, i'm not talking about normal mapping for low poly bud, i want to texture my high poly. EDIT: and more importantly, UV map it. because as far as i know, i can't map UV in xnormal either. without map, i can't bake it =/
At which point you can bake your polypainting to a good laid-out texture.
and LoM, i mainly want to normal map and bake it. because i've already polypainted it, and i need a normal map regardless. i just can't do either without it uv mapped
perfect! thanks
I will then go to my lowest or second lowest sub division and export that as my low poly. I unwrap that object since it is the same shape as my high poly I dont have to worry about things not matching up. I will then pro optimize the mesh or you can use moo tools to get it to a the tri limit I have to have. I then export both the hi and low to Xnormal and bake my maps, crazy bump whats needed and texture then throw into game and let the magic happen.
what MoP suggested worked great though, no idea that i could import an obj into a lower subdivision and have the UV applied to the high poly as well.
Once the low is UV'd, then take both OBJ's and bring them into xNormal and get your normals from there! Plus AO Map if need be as well. That's the workflow I usually take when taking or doing meshes in Zbrush and them needing some UV's.
Basically you just select on your seam where you wish to weld/cut and it will automatically adjust your UVs to minimize stretching, it also has a programmatic texture that will visually show you the stretching with colors.
Personally I don't use Roadkill anymore, instead I use the Roadkill plugin for Maya 2009, and I have to say it works fantastically, and I imagine the automated-ness of it would make your life easy for a hi poly unwrap.
maybe..