Turbosmooth distorting UV edges?

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  04 April 2013

Quote: Decimate it first if you need to in Zbrush. Retop this model in Max to create a Low Poly - this is the only object you need to unwrap which makes life extremely simple.

Thanks for the tip. I'm thinking about just doing exactly what you said. Just to be sure though I have a few questions about this if it's okay. Wouldn't it be a lot of trouble to retopo a decimated object or would I just create a "shell" around the decimated object from scratch? Wouldn't I need to create a "cage" for the projection as well? For example with the Projection modifier in Max.

Quote: I'm a bit confused about this. You don't need UVs on the high res model if you're planning to bake normal maps to a low poly model

I apologize if I didn't explain well enough or in a confusing way. My original plan was to do everything regarding the baking inside Zbrush and for that (to my knowledge) the subdivided version does require UVs since it is the same object as the low poly model. I do realize that UVs would not be required if I used some other program to do the baking, but that was not my plan at first.

One of the reasons I wanted to do this solely inside Zbrush is because I've used only 3dsm and Zbrush in the past for my organic models. Ofcourse, I don't use turbosmooth for organic models nor smoothing groups.

This helicopter is one of my first serious hard surface modeling practices and I'm still just trying to figure things out. I was trying to apply my organic workflow to it but I guess it's not the right way.


Quote: And definitely bake the normals in Xnormal as ZB's normal maps aren't the best.
I'm very curious about this. In what ways are ZB's normal maps worse? Is that also the case in the latest version 4r5?

Thanks guys, I'll be redoing this with a seperate high poly model for Xnormal since that seems to be the better way.
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