Hello,
Before I set out on a quest to create some next-gen game art using ZBrush, I wanted to ask a quick question. I understand how normal map project works from a hi-resolution piece of geometry (without UVs) to a low resolution piece of geometry (with UVs) but I was wondering if the same concept is applied for color/diffuse maps.
Should I only PolyPaint on my low-res model in ZBrush since that one will have UVs or will I be able to paint on the hi-res (which will have no or temporary UVs) and then transfer that over somehow?
I just don't want to get started and hit a roadblock. Thanks in advance for the advice.
I'll be using a mix of ZBrush, Maya, and experimenting with Topogun for the first time.
Replies
Choose another 3d-painting app, or just use photoshop. Photoshop is the most important anyways, so make sure to learn that first.
http://eat3d.com/free_zbrush_xnormal_pipe
I too had a question along those lines. I know Shane Olson has a GREAT tutorial on the process of taking a hires model with polypaint out of Zbrush, redoing the topology in 3D Coat($99 aint bad). Then you go into Topogun to generate your maps. I won't explain the whole process, it's on Digital Tutors, BUT. I do have some questions about what happens when the texture and newly retopo'd low res mesh is loaded into Maya and the textures are off?
Anyone had anything like that happen? I obviously did something wrong.