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riverbook
10-31-2007, 12:29 AM
I had a question and it goes like this, I finished working on a model that peaked at around 400k polys and I was wondering about texturing. It is pretty dense and when I open up my UVs they're very small and trying to flat out all these partucular creveses that exist in my model seems like it would take forever and even if done the texture probably would go unnoticed anyway.

I want to make sure when I finish a model that the UVs are good enough for somsone to take and texture easily.

But I have this problem.

Should I have textured it in low poly and then Smoothed it later with the already textured and spaced out UVs? If I did do that would the model texture be effected?

or is it normal to try and flat out a high Poly model.

What happens when you're trying to texture something in the millions?

soulburn3d
10-31-2007, 12:31 AM
Should I have textured it in low poly and then Smoothed it later with the already textured and spaced out UVs?

Yes. Any chance of reverting to the pre-smoothed file?

- Neil

harmless
10-31-2007, 12:58 AM
poly reduce, uv map the low res result then use maya uv transfer to get the uvs back to the dense mesh

riverbook
10-31-2007, 01:23 AM
I have an old Version I Can whip into an updated form. thanks!

Goraaz
11-01-2007, 01:27 PM
from the polycount of the mesh I'm guessing that you have been using zbrush or mudbox? There is a command in zbrush for reducing the smooth value(going back one step or more in the mesh smoothing). You can use this only if you haven't added any extra polygons to the mesh manually after smoothing it, all the polygons must be quads for it to work if I remember correctly. It's pretty useful if you don't have an older file like the one you found or ,like in my case, the positions of the base mesh's vertices has changed(the ear is bigger or the arm has been moved slightly for example).
I'm not sure if there's any similar command for this in maya or max. I only know of the poly reduce command in maya.

good luck

tmalinko
11-08-2007, 06:17 PM
Titojr,
If you created your model in Zbrush,

there is a simple workflow for creating good UVs fast for your hi-res model.
In ZBrush, go all the way to the lowest subdivision level of your model, export it out as an .obj file, import this .obj into Maya (or other software that can do UV layout). Then you unwrap this low poly model. Make sure you have only 1 set of UVs, ZBrush doesn't understand multiple sets. Then you re-export this model as an .obj again, and in Zbrush, with the same level tool selected, Import this new .obj file. The UVs from this lower poly model will be transferred to your higher res mesh. Then you can export your higher res mesh as an .obj, bring in to Maya for texturing. Be aware though, if you delete the lower level model after that in ZBrush, all your UV work will be lost.

If you are working in 3D Studio Max, there is a little program available to work with it called Polygon Cruncher, that can reduce the poly count significantly without loosing much of detail. then you unwrap the model and transfer the Uvs to your higher res mesh.
Hope this helps.

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