This is my latest texture mapping compared with body paint 3d from an e-friend in Hong kong.
1: Modeled in Zbrush; AUV tile-ratio=30(max)
2: Export; ungrp.
3: Import to B.Paint 3d; Optimise UV
4: Render in hyper-nurbs.
The conclusion is the same except rendering quality, the main difference is interactive uv mapping and projection painting and layer file support.
I am trying to achieve the intended result while preserving the flexibility of my master texture for reuse, so I use texture-master for initial color base and create the details of various angle captured from Zbrush interface, then transfer to the 3d model using 3d copy selectively.
It may seems a lot of work but in the end, I am able to edit my texture with ease for various 3d programs. All I need is a better rendering engine and I can match with the hi-end stuff.
( Notice that you can’t reuse or edit your texture map in a 2d programe if you chose projection mapping ).
Have anyone tyied a different approach?
I have not seen the the AUV map myself, it was unwraped in B.paint, then I notice my own paint color.( so that’s how it looks like ). You may also find morph taget is a useful tool to assist the transfer of texture onto hidden area. Overall, Zbrush is an uncomparable all-around 3d/2d program.