I’m posting here because ZBC forum seems to host some of the most knowledgeable and helpful people in the 3d community.
I’m having trouble ‘wrapping’ (pun there) my head around the whole UV layout concept. Admittedly I am a novice and entirely self-taught through the various free tutorials available on the web and a lot of trial and error but I think I understand the whole pipeline of it all. Please correct me if I am wrong, but it goes something like this:
Concept > Sculpt > Model > UV > Maps lights and Shaders > Rigging > Animation > Rendering > Compositing
The Concept -This still seems to be for the most part the perrogative of 2d art. Though Zbrush has made the ability to conceptualize in 3d a very real option.
The Sculpt - Here’s where, imo, Zbrush truly revolutionized the industry. You take a lump of hi-res geometry (or method of choice, zsphere, box etc) and go nuts. Edge flow and poly count mean little. Before you say good edgeflow and topo can be achieved in Zbrush, lets just skip ahead.
The Model - This is the realm of the 3d package, Maya, 3DS, XSI, C4D, whatever. It is where you actually build the geometry with the intention of rigging and animation and rendering. The method I’ve found to be the fastest and most useful is to take the low res sculpt from ZB, and use it in a reference layer in Maya to build your base mesh. Image planes take too much effort to set up and getting decent reference images can sometimes be nearly impossible, time consuming or at the very least, costly.
UV Layout - Once you’re all done building, before you can really do anything with texture, displacement, normals or pretty much anything else, you need a UV layout. ** This is where I am extremely confused ** Why are UV’s necessary? Why, if it is mathmatically impossible to accurately represent a 3d object in 2d, are we still doing this? Why not make a Maya (or other) plugin that can read a 2.5d image format and simply apply a polypainted 2.5d map (normal,displacement etc) directly to a model and have it render from that information? There are certainly enough 3d painting applications available to make this form of conversion legitimate.
I’ve Googled UV tutorials to death and of all the elements of 3d imaging, this, the most confusing imo, seems to be the one with the least informational resources and the most requests for assistance. Browsing through just this ZBC forum produced a vast number of results for questions concerning UV’s.
So far the best method for UV layout I’ve found is , oddly enough, Blender.
If someone could help me better understand this process or direct me to some decent information or tools. I would be most grateful. I did buy the UV learning kit from Digital Tutors. Unfortunately I found it frustrating and painful to listen too. The teachers S’ can make your ears bleed
and the whole time I was left thinking “This can’t be the easiest/best way to do this.”
Please Help. Thank you.
Maybe I’m way off, but I see the technology as being available right now, just not implemented.