ZBrushCentral

Best UV Method

Hi,
i would like to know what is the best UV Method!
i modeled my BaseMesh in Maya but i still have to tweak a lot at the BaseMesh at level 1 in Zbrush.

so Method 1 would be to unwrappe the uv’s before i go to Zbrush, but because i still want to tweak the Base Mesh at level 1 there will be maybe then some stretching ?

or is it better go to Zbrush do all my Sculpting and when iam finished, export Level 1 Mesh, unwrappe UV’s, reimport it and then create the displacment Mesh

Thank,
Sticky Fingaz

It depends on your workflow. If you’re the only one that is going to be working on the file (no one is rigging, animating, etc while you sculpt), then I would wait until you’re finished sculpting…to make sure that stretching isn’t going to happen from the UV’s to the sculpt.

If I start in another 3d app other than Zbrush I still do a quick unwrap of my model so I can store decent masking alphas, quickly establish polygroups and it helps for diffuse and normal baking tests. I will then finish the sculpt, export out my low subD, then unwrap and get my final normals and textures painted in Zbrush.

I tend to retop and UV at the end of a sculpt, unless the model I’m starting with has good UVs and topology off the bat.
-K