Hey everyone, I made a pillar type model, and I have no clue how to unwrap this thing. I have finished the Eat 3d Old Pillar tutorial, and the pelt mapping method work pretty well, however the model I made isn't liking the pelt method too much.
As far as I know, sculpting something with these types of edges needs to have a base mesh, then a new low res mesh exported out of the sculpting application, which gives (at least for me) a model with very bad topology. This makes it hard for me to unwrap, rather then the simplicity of the base mesh with nice topo.
Can any point me in the right direction of unwrapping this thing? I have tried the pelt mapping as it is shown in the Eat 3d tutorial, but it never goes well.
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If you're using something like Zbrush's Decimation Master, it isn't really meant to spit out a final low-poly object like this. It's more intended to create a lighter version of the highpoly sculpt for printing, baking maps from, or using as the base for retopologizing a new mesh around. You'll either want to export and unwrap the lowest subdivision level of the sculpt if it is suitable, or create a new lowpoly mesh around what you have (which shouldn't take long given the shape).
Is this what you guys were talking about for a new low poly? Would the normal map bake nice onto this? I made a brick awhile back doing this method ( not using the decimated low poly ) and just used the base mesh as the low, and the normal maps didn't look right at all on it ( I figured the low poly was to perfect)
Thanks guys.
There's a chance you'll run into some normal map seam issues along the sharper edges at the top, depending on how you set up your UVs and whatnot.
The Cage:
The normal:
Is this optimal?
Also what are you viewing the final output in? UDK?
Also, yes I am using the UDK for the renderer.
The low poly mesh looks slightly too blocky. I'd soften some of those edges up a little more if I were you, unless this thing is never meant to be viewed up close. Like this, you have those awful black lines where the normals pretty much face away from the camera near the 90 degree edges.