Using the Same Textures on a Low polygon, and High Polygon Model
Most likely useful for game models/textures
OK folks, I was working on a way to use the same texture on a low polygon model, that I created with a high polygon model using AUV tiles. I originally though of this idea because I am working on a Game portfolio, and I was looking to use high polygon geometry as a guide to paint the textures. This is easily done with a custom UV layout, but not so easily done using AUV Tiles. So I will cover the steps that it takes to achieve this effect.
This tutorial won’t work in the DEMO version of Zbrush. Sorry for the inconvenience. I recorded a zscript covering all of this, but it messed up around the time I started dividing and sculpting the model, thus rendering the zscript useless. So I decided to do the tutorial this way.
- Create your geometry. I used a simple Zsphere model in this tutorial, so you can follow along with what I did here.
- Make your low poly object to look like you want it too. In this case, I made a mushroom.
- Once you have your model made, take a look in the Texture menu in the Modify palate. This is what you should see.
-
Export your low poly object, and save the file out as a .obj file.
-
Now import the .obj file you just saved, and look again in the Texture menu in the Modify palate. This is what you will see.
-
DO NOT alter the UV layouts. Because your model still has the AUV tile layout that you made with the Zsphere model.
-
Now you can divide your model, and create as much detail as you want for the model. In this case, this is how my final mushroom looked.
-
Now you can begin texturing your high poly model, using whatever tools you find necessary.
-
This is how my mushroom looked after texturing it.
- This is the same texture applied to my original low poly .obj file, or Zsphere model.
-
You can take this further into Photoshop or whatever program you use to edit textures in 2D, and alter this for Spec maps, Bump maps, etc…
-
Another benefit of doing your models in this fashion, especially for games, is this give you the benefit of working on a large texture size, ie 4096 X 4096 initially, then if you need smaller texture sizes, all you need to do is scale it down to 512 X 512 or whatever you need it to be.
Have fun, and let me know if you still have questions. It’s not really that difficult once you get the idea.
Thanks.
PS: If you want to take a peak at what I made, here are the .ztl models, and the texture.