UV Unwrap - before or after high detail sculpting?

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  03 March 2013
UV Unwrap - before or after high detail sculpting?

As the title goes.

Im pretty new to 3d workflow so if anyone can clear it up a little for me Id appreciate it, since I cant exactly find a clear answer on the net.

What is the importance of unwrapping a uv before going into high detail? as well as polypainting?

Im just not sure, since half way through my model I realized maybe I need to UV it, but since its so complex in zbrush sometimes i'd rather postpone it.

help a noobie out,

thanks!
 
  03 March 2013
setting up UV would be the last thing you do once your happy with your high detail model.
why do you set up UV is because the texture/paint will apply better on your model.
plus if you dont have no UV you can't texture it but only polypaint it.

the main reason for UV is when your ready to apply texture or paint on your model it will help place it correctly.

poly painting you dont need no UV because it paints by vertex rather then by quad polygons
but if your importing it to another app then most and likely you will need to convert the polypaint into a Texture.map.

in short terms you dont need No UV when your sculpting it,
only when your texturing it like painting on it.

polypaint is only good if the mesh quads are spaced equal evenly,
dynamesh is a good way to go for polypainting

Last edited by informerman : 03 March 2013 at 02:33 AM.
 
  03 March 2013
Originally Posted by informerman: setting up UV would be the last thing you do once your happy with your high detail model.
why do you set up UV is because the texture/paint will apply better on your model.
plus if you dont have no UV you can't texture it but only polypaint it.

the main reason for UV is when your ready to apply texture or paint on your model it will help place it correctly.

poly painting you dont need no UV because it paints by vertex rather then by quad polygons
but if your importing it to another app then most and likely you will need to convert the polypaint into a Texture.map.

in short terms you dont need No UV when your sculpting it,
only when your texturing it like painting on it.

polypaint is only good if the mesh quads are spaced equal evenly,
dynamesh is a good way to go for polypainting


Thank you,

however im not sure i understand the difference between texturing and polypainting. arent both simply a representation of RGB data on the model? or do you mean texturing outside of zbrush like PS?
 
  03 March 2013
Yes poly painting will only work in zbrush and is dependent on a high density mesh to look good. If you are going to be using your zbrush to generate displacement/normal maps you want to UV your base model. If all you want to do is to make a sculpt for presentation poly paint is good enough depending on the detail you want to do and then you can BPR render in zbrush.
 
  04 April 2013
Originally Posted by Nienna1990: Thank you,

however im not sure i understand the difference between texturing and polypainting. arent both simply a representation of RGB data on the model? or do you mean texturing outside of zbrush like PS?


Polypainting data is stored in the verts, a texture's resolution is independent of the verts.
 
  04 April 2013
most apps paint by polygons, zbrush paints by vertex,
you dont need no texture map or uv if your painting by vertex/polypainitng but the mesh needs to have a lot of subdivision level if your painting by vertex or your painting with another texture instead of just colors ,
so really should they call it polypainting ? or vertex paining?

if your painting with a texture map you dont need a lot of subdivision level because your painting on the texture and not the model, in other words its like painting on your model thats wrapped in paper/texture
and with this method you dont need a lot of subdivision level

Last edited by informerman : 04 April 2013 at 03:13 AM.
 
  04 April 2013
Mid res mesh retopo and unwrap?

What you can also do is to retopo a mid res mesh when the main proportions, shape and structure are defined. Unwrap and retopo a higher mid res mesh and add all the very small details in the end into the new lower topology mesh.

One advantage of that workflow is that you do not loose details when projecting already existing high poly detail to a new lowpoly mesh what often happens. You very often have to rebuild detail from a morph target for example which is annoying or even resculpt some areas.
Sculpting detail into an already clean production mesh can often save you some time because you do not have to build detail twice.

If you want ot transfer polypaint to a bitmap texture like described above you of course will not have the reslution like you would have from a high poly sculpt since mesh resolution correlates with polypaint resolution.

Last edited by zeden : 04 April 2013 at 10:23 PM.
 
  04 April 2013
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