ZBrushCentral

Creating UVs, texture maps and normal maps

Hi.

When is one supposed to create UV maps, Texture maps and Normal maps?

I have read that its not a good idea to create UV Maps at the end of the sculpting phase.

Im a little confused on when to do these things.

If I want to create an environment and some characters for a game. (the characters will be animated), when should I do what with the maps?

Lets say I create a base mesh, when should I do the UVs, normal, texture maps, and how do the maps relate to retopologizing(where do they fit into the process?, if I retoplogize, should I redo the maps and UVs)?

Thanks

The UV mapping is what tells ZBrush, or any other app like your animation program, how to display your texture map (or normal/displacement map) on your 3D model. Think of trying to gift wrap your 3D model: the wrapping paper is the texture map and the UVs are how you do the wrapping so that the right bits of the texture go on the right bits of the model.

You can’t create a texture map from polypaint, or create displacement or normal maps without having first UV mapped your model - without UV mapping ZBrush has no idea where to put the relevant data. And UV mapping relates to the model’s topology (how the polygons make up the mesh), so if you change the topology you need to re-do the UV mapping.

You can do the UV mapping at any stage but it must be before you try to create any maps. You can use ZBrush to UV map your model, either through the options in the Tool>UV Map menu, or by using the UV Master plugin.

As for creating Texture, Normal or Displacement maps, you do that when you have finished your model in ZBrush. It’s the final stage before you take it into your animation program.

Thanks Marcus.