GnaReffotsirk
09-15-2011, 05:22 AM
So, guys, basically, what I did was:
1. Sculpt High detailed mesh in sculptris, then decimated,
2. Imported in max and created low poly with the edge loops I need, Export
3. Imported in Zbrush, divided the low poly, projected (with morph target click prior to projecting) unto the undecimated version or mesh at #1
I'm at the point now where I would:
1. Add more details like scars, creases, etc.
2. Create Armor
3. Texture by poly painting.
My concerns are:
1. Do I need to create a UV layout for my lowpoly prior to adding more details and painting?
2. Can I use the texture drawn on the divided and projected mesh on the lowpoly in max?
3. Is there a way to skip creating a UV layout of the lowpoly in max and immediately start painting at the Highest subdivision, then generating the UV?
4. What is the work flow you guys follow with regards to this?
- Kris
1. Sculpt High detailed mesh in sculptris, then decimated,
2. Imported in max and created low poly with the edge loops I need, Export
3. Imported in Zbrush, divided the low poly, projected (with morph target click prior to projecting) unto the undecimated version or mesh at #1
I'm at the point now where I would:
1. Add more details like scars, creases, etc.
2. Create Armor
3. Texture by poly painting.
My concerns are:
1. Do I need to create a UV layout for my lowpoly prior to adding more details and painting?
2. Can I use the texture drawn on the divided and projected mesh on the lowpoly in max?
3. Is there a way to skip creating a UV layout of the lowpoly in max and immediately start painting at the Highest subdivision, then generating the UV?
4. What is the work flow you guys follow with regards to this?
- Kris
