well, there was this button on decimation master that I didn’t notice that says “keep uvs”, so I decimated instead and it worked.
basically, I’m unwrapping each subtool, and then decimating keeping uvs.
I’ve noticed also that If I select and “delete hidden” the back of each armor plate, I get a surface that when unwrapped, the resulting uv has the shape of the front of the model only, thus saving space and keeping the shape in case I decide to zremesh. I havent tried that yet, but I will, it’s just that decimation keeps sharp edges in the lowest polygon count way better than zremeshing.
Unwrapping the high poly subtools and decimating keeping the uvs has a drawback, though.
Each texture, when unwrapped and turned into an uv increases the file size between 2 and 20 megs, so now I’m reducing the polygon count but increasing the file size which forces me to work in ghost mode, otherwise my cpu freezes and it takes forever to turn the model around. (I have a 3gb ram)
I will implement the workflow you gave me when I get to the hard surface parts of the other models I’m working on.
But I’m curious, what is the recommendable polygon count to work with? all models I see that look awesome have such resolution that freezes zbrush? or those uv maps are made with another software? I still haven’t figured out a way to have the highest resolution in a close up view without sky high polycount and uvmaps.
I’m working on other models right now and trying to figure out a workflow and scale size that will allow me to have a mid resolution anatomy, a high resolution face with high res uvs, and mid resolution garments with good resolution textures keeping the whole thing in a manageable polycount.
I really appreciate the time you take to answer, read and put togheter suggestions and I’ll be posting some WIP images as soon as I can.
thanks again!
UPDATE:
Here’s a WIP image:
