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?
Replies
1) Could you explain this part a little more please. Bake the auto uv's made in zbrush onto the manually mapped low poly model?
2) Again a bit more info, surely it's impossible to perfectly bake info from a HP to LP. I can imagine all the edges would have issues.
http://eat3d.com/free_zbrush_xnormal_pipe
Aha this does indeed look fantastic, even does cavity maps. But even for this method you need the finished low poly version to bake to. So what I do is make super high poly textured asset in zbrush, export to max, build Lowpoly mesh over it and unwrap it. Then in xnormal bake highpoly.obj to lowpoly.obj. Sounds simple but I'm just convinced that baking textures from a high poly to low poly will result in weird glitches, suppose I'll just have to try it out with something simple...