Several team members on project I'm in insist on using zbrushes auto uv methods to not bother with unwrapping their low poly meshes properly to save time. I am trying to convince them that it is not good performance wise for the game assets to be unwrapped liked this. That they should unwrap the low and transfer the zbrush painted textures via something like xnormal baking new maps to the unwrapped low.
The performance issue is all those islands add up to additional vertices right? Is there anything else I can say? Or am I wrong and this is a perfectly acceptable workflow to not unwrap properly?
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If they're lazy, you could at least try and push them towards using UV Master?
The existing texture can either be converted to polypaint and then converted back to a new texture in zbrush, and external programs like xnormal would most likely make quick work of this as well.
lots of extra vertices + no control over texture space + no padding + no way to edit it in photoshop = very bad idea.
Also i'm not very familiar with zbrush but i'm pretty sure you can unwrap your level 1 mesh in an external package then re-import it without affecting the sculpt.
So you're not constrained to zbrush for the unwrap.
In which case I think ptex as levels of resolution would be used instead of mipmaps? The same way tessellation levels can be used to handle LOD geometry levels?
http://developer.amd.com/samples/demos/pages/AMDRadeonHD7900SeriesGraphicsReal-TimeDemos.aspx
The AMD Demo will only play on my Nvidia fermi hardware in demo mode without the shadow mapping . In their ptex demo it does not look like they attempt any crazy resolution.. however, the 2d maps ( prt slices? ) look alot like AUV to me?
(compared to a zbrush auv:
With New ptex support in Maya I am wondering if Zbrushes AUV can be leveraged in between pipelines in a ptex future?
I am not sure how much resolution is possible but considering these slices are "hassle free" It sure would be nice if micro polygon levels of tessellation could be supported?