You shouldn't need or worry about UVing your high-poly models. The typical workflow is some variation of: Build basemesh Sculpt basemesh (optional) polypaint basemesh Retop basemesh for lowpoly unwrap lowpoly set up high-to-low projection project normals, AO, whatever muck about in photoshop render in your engine of choice
Took it into Zbrush to see what I can get out of it in terms of sculpting some detail, generate some normal maps to see how the UVs are working out, also textured a bit in polypaint (definitely not my strongest suit). I don't know if the polycount (roof) and UV Map is a bit of an overkill. Would appreciate some feedback on…
Here's what I recommend Turn off polypaint, give us a screenshot of the head sculpt at a lower resolution (like we can see the faceting clearly). We can analyze and critique it better from there, and provide suggestions on where to go. What's your pitch behind this character? Why does the character have to look the way he…
Actually none of my uv pieces are mirrored. You'll see why in the picture i post just after. To bake the normal, diffuse, etc, i use xnormal and the tool ray distance calculator for the cage (I exported the high poly and his polypaint, i made a low poly and the uv's on max). And thank you for your help :)
I think that zbrush viewport is very forgiving and that max tends to show more of the faults. just get used to using max as the yardstick rather than zbrush - its not just the textures, because zbrush has a weird perspective too, so i would check it in max regularly. re polypaint , just convert to texture and export for…
Texturing update! Looking for some critiques here. Size is a 256x512. Edit: I've also got a few nasty seams on him I need to get rid of. Was planning on using polypaint but for some reason its not liking the file when I try to import. I'm using png format, anyone know why it might be bugging out?
The only time you should have to UV the highpoly model is if you wish to transfer the polypainting to the new game-ready mesh you created outside of zbrush. But even then Auto-UVs and the baking process itself take care of things so you dont have to worry about different UV seams. See…
Thanks for the comment, much appreciated :) The polypainting is really just preliminary work. Just so I have a base later on when I do the realtime version. And I probably jumped into it too soon, I just couldn't help it really. Screenshot of regular material, I assume you mean without the gear, just the anatomy stuff.
Thanks for the advice so far guys, Personally I prefer this version. Bigger update this time. Improvement GIF (Pulled in the head, sized it down slightly) Started Polypainting Marmoset 2 Skin shader Wireframe. Still got some sculpting to do, fixing up of the bakes and lower poly and texturing, at the moment it's just the…
Before you even think about polypainting you should fix your head and take everybody's advice here seriously. They are not talking about 100% detail they are talking about how to get the structure correct and your forms looking accurate. Your progress shows a bit, but you still need to work on getting all the planes of the…