so I'm going to try and whip together an entry for the mudbox competition as I've started to get pretty decent with it, and I realized I don't really know the answer to something
so I take a base mesh for a character and unwrap it, import it into mudbox and being to sculpt and paint it, it's done and it's awesome
How concerned should I be with the level of detail for the sculpt I do in regards to the UV's and overall complexity of the base mesh?
If I worded this really stupid let me know and I'll try and readdress it
Replies
It depends on what you want seen (also what your computer can handle) remember, there are a lot of little details you can create yourself in PS so there isn't as much strain on your PC.
Basically what I'm trying to ask is how far should I push the low poly base mesh for a sculpt so the UV's will remain intact with the details I sculpt. Obviously if my low poly unwrap is at like 400 tris and I do a lot of detail, it's not going to work properly for painting the high poly version. I'm going to be texturing the high poly version and just want to make sure I push the base mesh far enough so the UV's won't get distorted