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General question about zbrush texturing

polycounter lvl 20
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capone polycounter lvl 20
I've heard that some people more or less do all their texturing in zbrush for game assets (inc spec/norm map) and I wanted to try it but I just can't get my head round one thing, the uv's. If you put your asset into zbrush it needs to be the quaded version that you made in your standard 3D app but this is never uv mapped because later you build the lowpoly around it and map that?

Anyone understand what I'm saying?

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