Hey Forum!
First poster here!
I’m just starting out, but I think I like texturing my zbrush assets for video art stuff I’m doing in Substance painter and rendering stuff out in c4d or unreal (I’m not necessarily looking to create games at this point - substance painter just seems easier for the aesthetic i’m after).
So this means I need a workflow which gives me UV mapped models exported from zbrush…here is my best attempt:
- model in zbrush (dynameshing, sculptris, IMM kitbashing)
- duplicate and Z-remesh to a low poly (once I’m finished modelling/happy)
- (hard part) use subdivisions and projection to get that duplicate to look like your original
- UV master on your lowest subdivision level
Would be cool to just UV master and export out after step 1 - however it seems Zbrush freaks out when I try and UV master my 326k poly model. Am I right in presuming that it is just too many polys for uv master to handle?
So steps 2 &3 are a necessary evil. Which leads to my main problem - I cannot get the zremesher/projection workflow to get close enough to the original model.
Here are some close ups of the details I’m trying to preserve.
And here is what is happening to them on a 2.6mil poly surface that I’m projecting the details onto…
There is a noticeable loss of fidelity, as well as some (annoying) artifacting. Experimenting with the distance setting on ‘Project’ tool I turn it high for more detail but also more artifacting.
Why did I lose a whole day on this lol!? Maybe my workflow doesn’t make sense!?
Is there something else I can do to have both my highres details and the lowres UV map together in harmony? Perhaps I need to zremesh and work with a subdivided model much earlier in the process…