Reply
Reply
 
Thread Tools Display Modes
DarKMessiah34's Avatar
Old (#1)
Hey, I am planning on making a HP model, but unlike a low poly model I feel like it would be hard to texture. Would it be best to just use materials without unwrapping it or what I was thinking is to unwrap the low poly before the turbosmooth. That way the uv's should match up.
Offline , vertex, 26 Posts, Join Date Jan 2011,  
   Reply With Quote

dustinbrown's Avatar
Old (#2)
Quote:
Originally Posted by DarKMessiah34 View Post
unwrap the low poly before the turbosmooth. That way the uv's should match up.
You can definitely do that, but you'll have to be diligent about support edge placement so your UVs don't get messed up once you subdivide the model.
Portfolio | Blog | LinkedIn
Character Artist SCEA
Offline , dedicated polycounter, 1,598 Posts, Join Date May 2009, Location San Diego  
   Reply With Quote

Mark Dygert's Avatar
Old (#3)
I personally always unwrap my base meshes before sculpting, just in case.

Zbrush has some handy plug-ins (UVMaster) that can make unwrapping a high poly model less painless.

You really don't need to worry about the UV's matching up on the high and the low poly, in the end you will be projecting the surface of the high poly onto the low poly and the UV's on the high poly don't matter at all, only what is on the surface and how it appears on the model.
(AKA Vig) Portfolio | Lab | Brawl | Decker |
Offline , Polycount.com Editor, 13,920 Posts, Join Date Oct 2004, Location Seattle, Wa Send a message via MSN to Mark Dygert  
   Reply With Quote

ZacD's Avatar
Old (#4)
I only ever auto unwrap the high poly and just block in colors in sculptris or 3dcoat, then I project that onto the low poly and continue texturing from there, so it depends on what you want to do.
Offline , polycounter, lvl. 13, 7,071 Posts, Join Date Jul 2009, Location Columbus Ohio Send a message via MSN to ZacD  
   Reply With Quote

Frankie's Avatar
Old (#5)
I don't think that places dealing with rendering hi-poly models care a lot about the UVs and so use a lot of camera projections.

I even heard that some places are dropping photoshop totally and using programs like mari to texture as it's a lot quicker and easier.

http://www.thefoundry.co.uk/products/mari/
Offline , polygon, 538 Posts, Join Date Oct 2004, Location London  
   Reply With Quote

Mark Dygert's Avatar
Old (#6)
Oh yea doesn't the latest version of mudbox support Ptex? I'm not sure how they implemented that in mudbox but its a UV-less system or rather every faces gets a given number of textels that can be colored any way you want.

Last edited by Mark Dygert; 06-29-2011 at 01:17 PM..
(AKA Vig) Portfolio | Lab | Brawl | Decker |
Offline , Polycount.com Editor, 13,920 Posts, Join Date Oct 2004, Location Seattle, Wa Send a message via MSN to Mark Dygert  
   Reply With Quote

pasha_sevez's Avatar
Old (#7)
You can also try unwrap your model with UVLayout - it easily handles subd surfaces and performs distortionless unwrapping!
Offline , spline, 111 Posts, Join Date Sep 2010, Send a message via ICQ to pasha_sevez Send a message via Skype™ to pasha_sevez  
   Reply With Quote

malcolm's Avatar
Old (#8)
When I made my high poly models back in the day I unwrapped the low poly version before turbo smooth. This works pretty good, but you can't rely on edges to define flood colours like you would on a low poly model as the edges move. It's a bit tricky actually, I remember I had to take a uv snap shot of the low poly and the high poly wire frame to see what was going on when I was painting the textures in Photoshop.
Offline , card carrying polycounter, 2,029 Posts, Join Date Oct 2004, Location Vancouver Canada  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch