Hey can anyone give me tips for my work? What is bugging me is that I have unwrapped all the that I needed to and its just the sizing and grouping them.
Are you using a concept? The back looks kind of flat IMO. just a heads up, if you screw with the vertex numbers (add/remove them)- youre model wont be able to be exported to zbrush with the high poly selected (im thinking what yuour going to do is 1)have highpoly in zb (not uvmapped) -> take it into max to uvmap the low…
I am not expert but I suggest to split the model into material pieces , like arm , head etc if is a human model for example then apply some uvmapping tools from 3dsmax if u use that or maya , I dont think there is something similar in zbrush ....or alternatively you can try the deep uv tool but I didnt find it so better…
Does anyone know if its possible to load a new uvmap into a model? My problem is that I exported a version of my file out to mudbox, but the uvs were screwed up because of changes I'd made before exporting. Mudbox also gives an error when I load the sculpt of my hi-res with the uvmap error into my corrected low-res scene…
It looks like you haven't learned the basic workflow. This should help http://cgi.tutsplus.com/series/an-introduction-to-uvmapping-in-3d-studio-max--cg-30940
That's true. With mental ray or vray, there is no need for lightmaps or uvmapping a seperate uvsets for that. For a lot of reasons, using these offline renderers are way easier but they take longer to render.