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Old 06-27-2008, 06:14 AM   #1 (permalink)
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A novel idea

Is there a way of UV mapping an inorganic model in max, say a car and use the UV template on a planer in Zbrush to create your normal maps.

You know I sure I read something like this
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Old 06-27-2008, 09:02 AM   #2 (permalink)
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Not completely sure, but perhaps saving your UV and somehow import it through ZBrush would be possible, rather than importing the model with the unwrap.. but.. *shrugs*

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Old 07-25-2008, 07:48 PM   #3 (permalink)
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I did this for a character once...
I think it would have worked, but I was adding the extra details in max, so it's hard to say...


I used a simple box-unfold mapping rendered it to a texture put it on a plane and detailed over it...

Give it a try!
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Old 07-26-2008, 02:10 AM   #4 (permalink)
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DennisPLS once told me a very neat tric to add details on your normal map, withouth having to go throught all the trouble of adding it to your high res model.

I think it's pretty much the same like what you propose. Basicly build your highpoly (if needed), then your lowpoly, then unwrap everything. Then use your unwrap as a base, and model extra details on a flat plane, and finaly bake your normals from your high res and your low res... Now this works perfect in max, but i'm not sure how this well this would work in zbrush. You need a textured plane with your uv information, and you need to be able to paint the details...
Then there's the car, which even if it looks smooth and aerodynamic, still is hard surface modeling. If you want to do this in zbrush, i think there's a big chance of failure...

Note that what i've wore above works for small details, but afaik, it's impossible to bake your general normal maps from it...

hope this helps...
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