texturing the low and the high version of a model


#1

Hi,
i’m not very confortable with painting techniques, i’m trying to improve, and i think i’m currently facing with a problem of methodology.
I’ve go a simple mesh (the box of a coffee mill), “simple cube” with a small bevel on the edge.
I need 2 versions of my objet, a low poly and a high (for close-up).I was thinking to just apply a displacement map to turn the low poly into the high version. but i was thinking that it was possible to keep the same color/spec texture on both.
in mudbox, i started to paint (with stencil photo projection) on the high resolution mesh (level 6) but when i return to level 0, the texture is stretching on the edge of the cube.
so my question is very simple, do we always have to make differents color textures depending on the number of subdivision ?? or is there a trick somewhere ?
thanks for your help.


#2

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