Texturing and UVing a high poly model in Maya

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

 
Thread Tools Search this Thread Display Modes
Old 05 May 2014   #1
Texturing and UVing a high poly model in Maya

Hi community - probably a newbie question here.

So I am fairly OK with the make high poly > make low poly > bake out maps > texture > etc etc.

Now I have recently invested in a fairly beefy render machine and would like to put it to good use so I am thinking that I will just model high-poly and straight texture/paint that. Can someone tell me if I am wasting my time and whether it is better to continue with old method of high poly / low poly?

If high-poly texturing isn't a waste of time what would be the best way around it. Should I smooth the mesh in maya with the '3' key or actually perform the smooth command? Should I texture with photoshop etc? Or is it best to paint straight on top of high poly meshes with zbrush/mudbox.

thanks very much
 
Old 05 May 2014   #2
Depends what you mean by high-poly: 50,000faces? 4million faces?

Personally I always like to UV at as low a polycount as is possible, depending on the workflow.

You can always just UV your lowest level mesh and export the second or third level from Zbrush with propogated UVs. I would advise against UVunwrapping meshes with 10's of 1000's of faces, even with a high-end machine. Can be a nightmare.
 
Old 05 May 2014   #3
Originally Posted by musashidan: Depends what you mean by high-poly: 50,000faces? 4million faces?

Personally I always like to UV at as low a polycount as is possible, depending on the workflow.

You can always just UV your lowest level mesh and export the second or third level from Zbrush with propogated UVs. I would advise against UVunwrapping meshes with 10's of 1000's of faces, even with a high-end machine. Can be a nightmare.


Thanks for the reply. I was talking 500,000 and above really, probably over a million in fact. I was thinking about when I'm in Maya and not necessarily zbrush. Is it best to create a low-poly and and then use maps? Or can I paint or uvmap and texture directly with a high poly model.
 
Old 05 May 2014   #4
Why would you ever need to UV a 1mill+ mesh? Your computer probably couldn't handle it for starters. And even if it could, it would be nightmarishly sluggish. Just UV the lowest level mesh and smooth it using Sub-D's in Maya. Are you talking about a character or vehicle or what?
 
Old 05 May 2014   #5
Thank you that's helpful information.

I thought sub d's had been removed from maya 2014. Is it best to use the smooth preview or or use the polygon smooth option under mesh.

Thank you
 
Old 05 May 2014   #6
Not too sure as I'm a 3dsMax user, but as far as I know smooth preview is similar to turbosmooth modifier in Max. The mesh gets smoothed based on the sub-D algorithm, but isn't baked into the mesh. In Max I would collapse the modifier stack to bake smoothing. You would have to check the Maya helpfile to determine the relevant terminology. Just don't get it confused with face smoothing(which is a non-sub-D poly smoothing based on face normals)
 
Old 05 May 2014   #7
Thanks I thnk I got it now. I can model in low poly in maya, using the smooth mesh preview to give me an idea of what the high poly mesh will look like (without baking it in). I can then unwrap the low poly version convert my meshes to high-poly via the baked in smooth mesh command and then texture away.

The opposite obviosuly applies for low poly game characters! Model the high-poly, model the low poly - bake maps etc and transfer.....
 
Old 05 May 2014   #8
That's it mate. The only thing regarding UVs that you have to worry about is that the UV co-ordinates will change slightly when you smooth the mesh which may lead to texture artifacts/stretching. Again, I'm a Max user so I don't know the methods in Maya to minimise this issue.
 
reply share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 01:06 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.