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Old 11-05-2012, 01:45 PM   #1
omegaend
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scupltTexture

hi guys n girls.. i been wondering.. about modeling especially organic creature.. my question is. when gonna put texture and rigging... after scuplt in z brush then only do texture n rigging or b4 scuplting we have to do the texture and rigging?
 
Old 11-05-2012, 02:59 PM   #2
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Sculpting should be done before texturing and rigging.
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Old 11-07-2012, 01:20 AM   #3
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i c.. but if i scuplt b4 texture n rigging,, then the uv must be more complicated isn it??
 
Old 11-07-2012, 08:20 AM   #4
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you will UV at the lowest sub-d level and the data will propogate through your higher levels.
 
Old 11-07-2012, 01:03 PM   #5
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do u means by subd mode.. but.. if using subd,, must be got lot of n-gon.. and how to solve it when we want to do a uv mapping???
 
Old 11-07-2012, 03:14 PM   #6
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Subd does not create ngons if your base model doesn't have any to begin with. Or did you mean "it will create lots of polygons?"

It doesnt matter if you have 16 million polygons, like musashidan said, simply UV the lowest division and it will be kept through all the levels. You could even use automated unwrapping in zbrush, if you plan on polypainting the mesh.
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Old 11-07-2012, 07:07 PM   #7
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ZBrush prompts you to UV at the lowest sub-D anyway, so you can't really go wrong.
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Old 11-08-2012, 03:41 PM   #8
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oh.. i means yes.. my base is all quad.. then i convert into subd mode.. like create a lot of polygon
and i do uv mapping in maya.. b4 send it to zbrush. after all the modeling done in subd and uvmapping.. then i scuplt in zbrush and then i send it back to maya file.. it will be alright??
 
Old 11-08-2012, 08:03 PM   #9
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Best off doing your UVs on your lowest sub-d level AFTER all your major forms/silhouette sculpting is finished. That way your UVs won't be distorted from pushing/pulling the mesh around.
 
Old 11-08-2012, 08:03 PM   #10
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