Hey all,
I need a little help with some UV questions…
I’m new to the forums but have been following along here for years now. I am a traditional sculptor by profession and since 2008 have been sculpting with ZBrush, mostly making models for my own enjoyment. However I have recently been commissioned to supply an animation company with a character. Sh*t just got real!
Sculpting the character was easy enough but I need to supply the client with UV maps and and the high poly textures as displacement maps. I’ve never dealt with maps before and not familiar with any external apps!
The model has a main body and 8 subtools. I saved a subdiv1 version of the model and duplicated this and went on to make a high poly ‘finished sculpt’.
I returned to the subdiv 1 version and have went through the process of making maps for all the parts separately. Seemed simple enough…
But how do I export the model and all subtools without merging them all?
and what is best way to get the displacement maps made (the high poly version is a completely new tool (head > desk)
lastly - the model has some internal polys that are un-needed for the animation model, ie: the back of the characters head is hidden beneath a hood so there are wasted polys in there - can I hide then delete these polys and keep the model safe for use in ZBrush? I have heard that it best to have NO HOLES in the mesh?
any help here would be much appreciated.
Cheers
Wayne