Hello guys i have two Question about texturing models but cg models . ok , when you have a hard surface model like a gun with alot of details . how are you going to texture it ? i don't think that i can unwrap it ? maybe ? because it have a lot of polys and hard to unwrap it .. wath the solution .? my question number 2 is…
1) If i'm understanding you correctly, you are talking about unwrapping the high poly model? which is not required if you intend to bake to a low poly model. 2) i'm not too familiar with zbrush just yet but if its anything like mudbox you'd unwrap your base mesh before importing then paint, then bake a diffuse map out to…
My understanding is that for organic things such as z brush sculpts you would create a "mid poly" model which you could uv and then use displacement mapping to give you all the details.
While a normal map basically "fakes" detail a displacement map actually changes the shape of your model. The downside is that using displacement maps requires you to tesselate your geometry a whole bunch but I believe that maya does this only at render time, which makes it a bit easier to work with.
Thanks guys , now i understand how to texture zbrush models .. but still have a problem understanding how to texture hard surface , i will show you an exemple : like this : http://img213.imageshack.us/img213/7523/lr300r.jpg here is wires : http://img406.imageshack.us/img406/455/lr300vp.jpg see how he control texturing ?…
If you're talking about games, then ultimately the model will need to be unwrapped, unless it's literally one color and you can just slap a shader on it. If you're talking abotu movies, then I'm afraid I can't help you much. I think it's pretty much the same idea of unwrapping, but here the UV maps don't need to be squared…