Unwrapping is perhaps the one area of 3d modeling I struggle with the most, not to mention I’m still learning Z-Brush so bare with me for my ignorance please. Anyways, I created this tree through zspheres and obviously I didn’t know what I was doing in the beginning so through the various subdivision changes and pipeline I removed the polygroups that made up the individuals branches that made up the tree so now my tree is one polygroup, and my lowest subdivision is in the 3½ million range which was is now my only one, but I’ll get to that later.
At this point I sculpted the mesh to where I wanted it, and proceeded to polypaint the object but it is here where I encountered my first problem because the texture was coming out more pixelated than normal, even though the resolution of my bitmaps are in the 2k range. I checked the make sure the quads on the mesh looked ok, and even though it appeared so I still kept getting the pixelated image. So again forgive me for my ignorance, but I thought it was because my UV was jacked up so I tried to use the UV master but because my lowest subdivision was so high it wouldn’t UV the mesh properly, and I don’t know how much polygroups affects the layout of the UV as well. I also wasn’t able to reconstruct the mesh because it contained triangles.
At this point I completely gave up on saving the polypainting I created simply because I’m using textures and it wouldn’t take me very long to repaint it all over again, I just thought at this point it was because I didn’t assign UV’s before I started painting. So my next step was attempting this method I found on YouTube involving duplicating my tree, zremeshing the clone to a lower poly count, and projecting the original onto the clone, which worked to a degree I just kept getting jagged edges and spikes, but playing with the mean count sort of fixed it but not completely, which I didn’t mind at this point. So finally I was able to get UV master to unwrap it but it didn’t come out right as you will see in the pic because the texture looks completely out of scale and the flattened map doesn’t look correct either, and it is here where I’m completely lost now. Do I need to assign polygroups to the branches? How incorrect are the seems that Zbrush assigned? Is the UV issue I’m experiencing the reason why my my textures are so pixelated or does that not have any effect on it and it’s limited to the mesh density? And if that’s the case why is still having an impact even when I raise the subdivisions to 6-8 million? I know there’s so many steps I did wrong in the beginning, but I’m still learning as I go along, I just never anticipated making a tree would be this difficult, I even watched this tutorial and the creator was having just as much problemsas I was. Ultimately this project is going to be exported to 3ds max and rendered in V-Ray if this helps you guys understand where I’m going with this. If I can get an ELI5 I’ll buy all of you a bottle of tequila.
Thanks.