![]() I created some additional UV tiles, moved the parts (eyes, teeth, horns, etc.) to their own tile (and without doing any seam work), -I then played around with the UnFolding, Packing, Fit, etc. Without doing any seam work, it Unfolded in ~ 2 or 3 seconds. (I did not do any clean-up work in ZBrush after doing the decimation, -interested in seeing how UnFold3D would work with it, etc.) Here's a shot of the decimated mesh in UnFold3D obj file (using ZBrush's Decimation Master), dropping it to 372,000 points total. I'll test out the AutoSeam function next (I still need to watch that video, I have TONS of learning to do with UnFold3D ). UnFolding the mesh, without doing any seam work, took ~ 30 seconds or less. There was some in-viewport lag on my system, but I could still work with the mesh & the UVs in UnFold3D. Here are some screen captures to show the dense mesh fbx loaded into UnFold3D without any issues (very large file size, 122 MB ).īoth the. fbx from ZBrush, I did not need to merge all of the SubTools (which is nice), and the. obj file (using the SubTool Master), 2.398 Million points. I merged all of the SubTools in ZBrush, and exported one very large. Happy to answer questions, take suggestions, etc. I'll be glad to post up screenshots, feedback, my progress, etc. Mari supports UDIM (the multi tiled objects), so once I finish the UV work in Unfold3D, I should be able to use those files in Mari. fbx formats are working between Unfold3d & ZBrush), and load that into Unfold3D, then give each separate part it's own tile/patch in Unfold3D. I'll try merging/combining all of the Subtools in ZBrush into one exported. I typically would not send the UV'd mesh back to ZBrush, -but, with really good high res UV's, if wanting to send from ZBrush to Keyshot (using Fibermesh, etc.), game/animation pipeline flexibility needs, etc., sending back to ZBrush could be very nice to have. obj into Mari & texture it, after that > import all parts into 3ds Max (or Maya, or Keyshot), and render with Vray (or RedShift / Keyshot). Next step would be to export out of Unfold3D at near default settings, changing the Width & Height from 512 x 512 to ~ 4K. And the in-viewport performance was good too, very little lag for rotating around, zooming, etc. It worked great, ~ less than 30 seconds to do. obj file., created one large seam going down the bottom middle of the model, and Unfolded. obj, without doing any UV work, no special settings, but I did keep the mesh somewhat 'clean,' then > under Unfold3D, I used the "File->Load" command, and loaded just that one. I grabbed the largest mesh, at highest resolution, from my dragon head model, and exported it out of ZBrush as an. UV process, so one of the first items I wanted to test was how the Unfold3D beta would do with lots of polys. hope that gets done well).īut, I'm always hoping to find a better/faster/etc. Using Mudbox for the texturing would also work, unfortunately it seems that Mudbox is just about dead (maybe Mudbox 2018 has been released? A number of user's on the CG Society forums are guessing most of Mudbox will go into Maya. ![]() obj files to 3D Coat to do the UV's in (for games & animations, I would need to create a low poly version, etc. > Import all parts into 3ds Max, and render with Vray. obj files at highest resolution > Import into Mari, do texture work, etc. Start in ZBrush, create model, create UV's with ZBrush's UV Master > export. ![]() One of my current workflows is (for concept art), before I used Unfold3D Excellent questions Remi, glad to share more on that workflow anytime. ![]()
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