I'm working on a project and the engine requires the body parts of my model to be split apart for animation.Supposedly like Final Fantasy was in the old days.
I've never done this before,so i modeled it as one piece,then seperated it,and then I unwrapped it by element.
I want to add more detail to it in zbrush but i don't know if I should
1) export the pieces one by one.
2) export it all as one object with multiple elements
3)Or export a previous copy where everything is still joined.Create a low poly based on the hipoly from zbrush.Unwrap the low poly, bake the hi detail, then split the low poly apart after I have my maps.
I hope I explained what I'm trying to do appropriately.Thanks in Advance.
Replies
@Psyk0-I didn't think about the vertex normals being altered, I'll split it apart before baking the normals.
@MoreDread -I'll cap the holes and export each piece into Zbrush.Then I'll create a new Low poly based on the Zbrush high polys, unwrap my low and bake.
On a side note-Would it matter if I had everything share a smoothing group during the bake? Or should all the seperate parts have seperate smoothing groups?Is it true that the later might cause gaps in the normals? (sorry, i'm still trying to understand that)
-Thanks