Hello everybody!
I have this 3D scan straight out of Capturing Reality. Already cleaned, but with horrible topology and messed up UVs.
I worked with this tutorial and as proof of concept I got a working model with a normal map into Unity.
Now because of a dirty unwrap I have to do it again, and before I start I wanted to check back with you guys, to make sure I do it the mose proper and efficient way
- Import Tool and Texture
- Duplicate, create Dynamesh with desired resolution for final model
- Smooth dynamesh
Is the Idea of this step to loose the artifacts? Because I cleaned my model before importing.
Can I ignore this step if I project my geometry later onto this dynamesh, or is there a benefit in smoothing through the dynamesh?
- Remesh with guides to optimize topology flow in face etc.
- Unwrap target
I used a control texture, and zBrush cut through my original Topography. Is there a way to avoid this, or do I have to export, unwrap and reimport? I would prefere to do the unwrap in the End on my low poly output.
- Polypaint
How exactly does this work? Do my Vertices on the Model sample the texture? Live Vertex Color?
Do I have to subdivide the source and my dynamesh target to achieve a better texture resolution when I project geometry and polypaint? I bumped my source 60k model up to 11Mio, and my dynameshed target to 8Mio to get an acceptable color information.
- Project Geometry and Polypaint onto Dynamesh
- Decimate with decimation master.
I want to keep more details on the head. Is there a way to draw two masks that keep a different amount of detail? Now I reduced the model, exported, imported, masked the head, reduced the rest, exported.
Would be happy to learn a few tricks. Very interesting software.
Regards, Achim