Help on Texturing Pipeline

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  03 March 2013
Help on Texturing Pipeline

Hello CgForum, I am making my first game character using both Zbrush and 3dsMax. Now, I am still making the form of the character and I do not have the retopologized version of the character yet, it's basically a sculpt with many subtools that are assets created in Max. So now, if I wanted to texture this character, do I have to retopologize everything and uv unwrap it and THEN poly-paint it, or can I poly-paint the high poly sculpted meshes and then bake that color information as well as the sculpted detail on to a texture later. So basically my question is: how would go about texturing this character that I have just made?
 
  03 March 2013
The best way is pretty much always to texture the high res mesh, not the low res. That way, the diffuse map will align perfectly with the normal map. Also, you can bake a light map or any map you can generate from the high res and project it on the low res.

When you said "retopologized version" you meant the low res, right?
 
  03 March 2013
Originally Posted by olivierth: The best way is pretty much always to texture the high res mesh, not the low res. That way, the diffuse map will align perfectly with the normal map. Also, you can bake a light map or any map you can generate from the high res and project it on the low res.

When you said "retopologized version" you meant the low res, right?

Thank you, I meant the low poly game character retopologozed version, not thr sculpt, but since you can bake the diffuse the same as the normals and light map then I,will what you said .
 
  03 March 2013
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