I have a question about the best character texturing/rendering workflow with zbrush/maya when mental ray is the render engine.
My question is, how do you go about texturing high res chars without losing data in the end or at least losing as little as possible.
let me explain,
the problem: Maya and mental ray ,when using displacements, will subdivide/tessellate your model and smooth your UVS while doing so. As far as i know both the new CCmesh and the old subdiv type do this(not to mention create seams in uv borders if one uses the ccmesh type).
(if anyone knows the solution to be able to use CC mesh type in maya/mr without getting artifacts/smooth mismatch i would really like to know)
this means if you model in zb with smooth uvs on, your uv smoothing for the last level in zb will not match the smoothing done by maya/mr when displaced. this means losing details or stretching for your details AND even more important your textures.
if we UV the lowest level(whatever we decide it will be, the base level to render from zb(either lvl 0,1,2 etc) or a retopologized surface.. and use that with smooth uv off to create the higher levels. maya/mr will still smooth the uvs and distort details both in the textures(color,normal,bump) when using approx subdiv node.
not to mention painting on a none smoothed uv layout of a higher level to create your color maps without a 3d painter is.. difficult. and i am trying to avoid using a 3d painter/zbrush zapplink and etc.
So, since we got some very experienced folks here. i would really like to know your approach to this issue. once finished modeling how do you go about setting your uv/texturing and render workflow to avoid this problem?