Hi everybody. I’m a novice so my question might be a bit stupid. I’ve made a dragon. Its head and body with limbs is all one tool. I’ve made claws,teeth,eyes and separate subtools. I plan to do manual retopology of the head,body and limbs and make one low poly mesh from it. As for teeth,eyes and claws I’ll do retopology with ZRemesher since it’s faster and easier. My questions are:
- when I export all of these tool and subtools into let’s say maya how should I deal with the rigging of all of these meshes since they are separate meshes? I mean, if I open and close the dragon’s mouth teeth will not follow the rotation or movement of the mouth being opened or closed,right? should it be handled by weighting and if so what type of weighting? I doubt that it could be handled by simple parent/child relation because the mouth is just part of the body and teeth are not child just to a mouth but to the whole dragon mesh.
- if i want to make multi-tile texture maps with multi-map exporter for dragon’s head,body and limbs is it enough just to do a scale for certain uv regions and everything that is outside of 0-1 tile will be transferred to new tiles? I mean if I want head and mouth to be on 0-1 tile should I just scale head and mouth UV region to fill the whole 0-1 tile and rest of the body and limbs would be automatically transferred to other tile or am I wrong?
I tried to find tutorials on this matter but couldn’t find it. most tutorials refer to single tile UV Mapping.As for tools and subtools relation I can see that all the artists make body and head one tool and teeth,eyes and claws as separate subtools but not sure what they do later when they need to animate it.