painting in high res or low res

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  07 July 2013
painting in high res or low res

i am having a problem painting a sword in mudbox in hig ressolution

the UVS are Ok, I verified those on maya

the thing is that if i paint in a subdivided retopologized mesh on the edges, the painting is becoming stretching, i know that the subdivided mesh will subdivide the UVs and that is causing stretching, I tried all the options in the subdivide mesh but no luck

so should I paint in low res retopo mesh with guide of a displacemen or normal map
it is the way to do it?
  07 July 2013
One thing you might try is RecreateUV's in Mudbox.
  07 July 2013
i dont think that is an option, because it will mess the UVs on the retopo mesh

by the way on meshes with sharp edges and sculpted, mudbox is a kind of shit doing baking from high res to a retopo low mesh
  07 July 2013
is there a way of doing baking from higs res to low res in maya but with an EXR file?
  07 July 2013
insert some more edges and the uvs wont stretch... if you do the modeling right you dont have those problems...
  07 July 2013
hi guys

thanks Oglu, that clue lead me to investigate more.....

well fisrt let me explain my workflow a little bit so we can a kind of the same understanding

i am doing texturing assets between mudbox, DDO, photoshop and MAYA

I realize that if I wanted a 3d assets, let say a blade sword,once we finish to do the base mesh
in maya and sculpted in mudbox for scratched details and so on......

and if you plan to make a 3d game assets from that high poly and painting safely without stretching textures, you need a RETOPO mesh, thats basic, but if I intend to get a displacement map (vector or normal displacement) I need a RETOPO mesh made of SQUARES polys and mainly evenly spaced,
so with that, the route I follow for this is to bake in MUDBOX with EXR, because MUDBOX give much better results that the bake option inside of MAYA
the rest ofthe MAPS, COLOR, AO, NORMAL TANGENT, NORMAL SPACE MAYA do an excelent job, better that MYDBOX in my Opinion

if you plan to make a 3d game assets from that high poly and it is not necessary to have a displacement map (vector or normal displacement), that means you only need baking a normal map, color map, AO, the RETOPO MESH even can have triangles or non square POLYS
that means that the geometry can be more efficent more LOW POLY
and the baking for this can be done in MAYA with great results

hope that sound clear, maybe it is very basic comments but it is what I have found after 4 hours of testing
  07 July 2013
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