Your low poly needs to be wrapped, yes, since the normal/ao info has to get baked to something. Your high poly does not need to be unwrapped. It doesn't matter where they are positioned in 3d space, but your going to want them to be occupying the same space.
If you're baking the polypaint in zbrush, the general rule is that you don't want UV coordinates to extend beyond or even touch the very edges of the 0:1 texture space. This causes all sorts of problems in zbrush as it will try to wrap it to the other side. Also no stacked UVs.
Thanks Zocky. Here's another update. Added some cables in the background, and added some books for detail. I'm going to wrap things up by the 22nd. I will probably do additional polishing after that for the portfolio, but I won't have a computer to work on for a little while.
I also made some foreground silhuetts to frame the whole scene. Works really well if you ask me! ^^ Here's camera at most left position: And here at the right: Works even better in motion with the paralax. Now it's time to wrap up the character and lighting!
wrapping up a time-lapse texture painting vid. full video is coming later in the near future hopefully. i really hope you'll enjoy it! [ame=" https://www.youtube.com/watch?v=jFUZKwT8CQw"]http://www.youtube.com/watch?v=jFUZKwT8CQw] Sneak-Peak[/ame]
thank you! yes that's exactly the plan - a short and a long dread repeated around. If that doesn't look natural I will then make a 3rd or 4th one. I'll be doing a little bit more of detailing then move onto the retopology, I want this wrapped up pretty soon
Legs need more pushing and pulling. The definition you wish to have is going to come from the back, and wrap around. Have more references on your side and check out this article on the different body types! It'll help you conceptualize Spiderwoman much better.
Try this: flip the mirrored section's UVs on X, then set the texture's wrap type to mirror. (I assume you can do this in UDK, should be able to) I have no idea if this will work but might. This will flip the UVs AND the texture beyond 1, hopefully making "correct" tangents.
Hello Kate! I'm a full-time freelance artist wrapping up a contract at the end of December. I'll be available for full time contract work starting Jan 1. Hope to hear from you and learn more about the project! - Shawn Wiederhoeft https://shawnwiederhoeft.artstation.com/
WOW! this is just sick. Amazing sculpt (both on Grom and on his axe)! The only thing that is bothering me is the handle of the axe. The "thick" parts look bloated. What material are you going with here, wood wrapped with cloth? The crevices should be more discrete in my opinion: