So, this is just a quick question, and is obvious for many of you, but as eluded me as of yet.
In all the books I read, and guides I read, and video tutorials I watch, tutors talk about the importance of the UV sheet, well it seems like it can be a difficult task in Maya, setting up each individual object in a model, as each different part has its own best method for generating a uv that suits it well. Sphere for the head, cylindrical for the arms, whatever.
When i make a model using the back and forth maya zbrush workflow, i typically like to texture in zbrush, and if i need to blur, blend whatever on the model i can applink to photoshop, and if i want to drop textures to make the texture i use projection master, i get all that. But i dont get why i’m not suppose to use the universal zbrush UV auto map that makes the little cubes, it exports fine to maya after its inverted, does it not work on normal maps? Or do game engines not like it unless its in order.
I’m a very lazy person and these UV tutorials make me angry and frustrated when i think i can just do it the auto zbrush way.
So it is okay to do it this way? (please note: i never plan to texture the model in a program outside of zbrush)
Attachments
