I’m an indie 3d modeler for a few small mmorpgs, and always found it hard to texture my models. I’m getting quite good at the modeling (in Max), but creating a texture in photoshop… I just can’t imagine a 2d texture on a 3d model. So I tried Zbrush to texture my models, because I know somebody who uses Zbrush for textures and normal maps. I now finally found out how to texture models in Zbrush, with Projection Master. Since poly painting requires a lot of polygons, and most of my models are limited to 200-4000 polygons (depending on what it is).
But after exporting the textured .obj file, it just doesn’t… look right. I figured that it has something to do with UV mapping. I saw on some other posts that you have to unwrap the model in Max. Then import it in zbrush, texture it, and export it again. But those posts are over 3 years old…
So how do you Zbrush models to work correctly in other programs? Because I think Zbrush has it’s own way of UV mapping.
BTW; if it matters, I model in 3ds max. But the result is exactly the same if I import the model in other progs like blender or 3d photo browser.