2 x2048 maps sounds very good to handle a complete character. If you compare to for example Final Fantasy characters, as Lightning, they have 3 or 4 1024 maps. I personally always layout my UVs according to the material that the objects in the layout are going to have. It makes it easier later. But obviously you always run…
You may export separate parts as .obj with UV information, and import them as separate subtools in zbrush, so you may have for example subtool for armor pieces, helmet and other things. It is always better to have differnt subtools in Zbrush
Ok, so what about the initial UV maps? If I add multiple meshes to a single UV map for example helmet, chest armor, gauntlets on one map. When I detail them and create the normal maps individually will that cause a problem? Or would I have to compile the different maps in a program like PS before applying them to my low…
Thanks for the response Seehr. My current hang up is I'm not exactly sure how to go about laying out my UVS. My personal limit for this is 2 x 2048 maps for his armor and cloth. So I'm just curious if I can just go ahead and layout the UVs as I normally would (for example armor and weapons on one map, soft surfaces on…
There are multiple pipelines to follow up Rayvhen. For example, nowadays it seems very common that people directly sculpt the characters or whatever it is in Zbrush and then they make retopology for the High Poly sculpt in preferred software, then you create the UV map for the new topology and you bake the information from…