Blog Entry 29/12/2016
Finished Pre-Export Checks
A lesson I learnt from last week’s blogs was that importing objects which had
overlapping UVS, Figure 1.(Image), could become an issue when it came to
creating a texture map from poly paint inside Zbrush. From my understanding,
having overlapping textures could cause some UV fighting inside of ZBrush
which could lead to unwanted results. To avoid any issues with overlapping
UVs, I decided on only importing the unique UVs associated with an object. This
meant that I needed to break apart some of the models to obtain the unique
UVs I needed, for example, the turret, I didn’t need half of the model, some
lower half detail and half a barrel. It didn’t matter that the model looked
deformed when in Zbrush, Figure 2.(Image), because I knew the missing
geometry was all overlapping UVs, doing it this way has two main benefits.
Firstly I can guarantee I won’t run into issues with overlapping UVs inside of
ZBrush (Because I don’t have any in the imported model) and secondly, I save
myself time in only having to texture one unique instance of that object.
So as said in last week’s blogs it was time to focus on pre-export checks and
finalising the UVs in place for bringing everything into ZBrush. This list contains
the controls I performed on the models. Note that when I use the
symmetry modifier there will be overlapping faces, but for a unique part of the
mesh I’ve made sure the following are put right.
-Polys are legal
-No Overlapping Faces
-Open faces are fixed when symmetry modifier applied
-No Isolated Vertices
-No Multiple Edges
-No Overlapping Vertices
-No Missing UVW Coordinates
-No Flipped UVW Faces
-No Overlapped UVW Faces
So all of the models now conform to this list and are ready to be brought into
Zbrush. I want to focus on other work for a week, so will re-start on the ~9th
December to re-align with my milestones blog set out in my proposal.