UVing, Texturing your model - pipeline


#1

Hello, firstly, sorry to bother you with this probably easy question, but I can’t seem to get it all correct. Just to add, I am training myself as future(hopefully) character artist for film/games.

I’ve read a lot about UVing, texturing and painting you character(I use Zbrush), but I’d like to teach myself how to use correct piple.
After watching tutorials over the web, I know how to generate UVs, Disp/Normal/Texture maps in Zbrush, which all seems to be good, but, I am aware that production company uses different software for each action. I’d be glad if someone could tell me what pipline would be most “optimal” for that.

What I came up with - please correct if I’m wrong(i probably am :D).

  1. Model in Zbrush up to high dev sculpt with HD Geometry.
  2. Create 2/4/8k UVs in UV Master.
  3. Brind your character to Maya and separate UVs for each body part, so they’ll all have their own 2/4/8k - not sure if I got the name of that right - MultiTile UV Mapping ?
  4. Bring it back to Zbrush, create displacement map for detail.

And now I’m wondering about paiting, it is better for polypaint HD in Zbrush and generate texture there, or maybe:

  1. Export your OBJ with UVs to Mari 2.0 or BodyPainter, texture/paint your character there and export texture maps ? Not even sure if that’s possible, I never used Mari before :stuck_out_tongue:
    5a. Or export your UVs to photoshop and paint them there ?
  2. Bring everything together back to Maya and render by using MentalRay/Vray.

Did I get it right, or it doesn’t make any sense ?

Thank you in advance.

Greetings


#2

There’s no one right way to do it. Any of the possibilities you suggest would be viable. ZBrush polypaint isn’t the best texturing platform ever, so you’d be better of with Photoshop/Mudbox/Mari, but you can use it if you want.