OK, after much sculpting and modelling, I felt it was finally time to move on into texturing. The whole process seemed rather simple looking at GUV tilles in Z2 etc, but traditional texturing with UV Layout/Pelting in other apps has me rather frustrated. As a choleric, that condition is not really healthy for me and I am really looking to remedy that.
I just cant get used to the idea of laying everything out flat as the best way to get nice texturing done. After all you would not create a latex skin for a real sculpture to then pelt and paint on or for fx-make-up to do anything similar that way. In the āreal worldā you paint on/in 3D and I wonder if there are really any drawbacks of doing just the same in CG without really bothering with all the fuss of manually laying out UVās or projecting them in any of the practiced fashions and then cleaning them up!?
From my humble beginnners perspective it appears as ZBrush would do just fine as even a complete UV-Layout/Texturing solution, without having to bother with all the unwrap/relax/overlapping UVās etc etc stress of doing it in other apps. I know, from a 2D point of view the tiles dont really look editable at all, but then a regular UV-pelt texture of a face doesnt really communicate with me either. It feels like working on a dead personās/creatureās skin and as a traditional artist that really freaks me out. I looked into Bodypaint 3D, but the idea of being able to do everything from UV-Layout to finished texture and displ/bump-map in ZBrush really appeals to me. It would seem and feel so much more intuitive and natural, to say the least.
So I would really appreciate some vetās opinions, plus&conās on the subject and some info on how the GUV tile UVās are really usable in apps like XSI, Maya etc.
Thanks a lot in advance.