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Author Topic: photoscan textures in zbrush  (Read 37571 times)

DanilaNovikov

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Re: photoscan textures in zbrush
« Reply #15 on: March 19, 2015, 01:31:36 PM »
If you get UV master to work with more than 150k points let me know.  I have 4r7 and there seams to be no diffrense in UV master.   There is a big difference in being able to handle mesh with up to 80 milion points now though wich is great.  Before it was "limited" to 20-25 milion points. 

I am currently testing r47 edition and seems not any improvement between previos ones, operating on i5 4440 CPU 3.1 Ghz 8Gb memory.

mrb

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Re: photoscan textures in zbrush
« Reply #16 on: March 25, 2015, 07:35:25 PM »
You shouldn't be UV'ing anything more than 100k polygons without subdivision levels, as a good working practice. UV the lowest sub-d level (usually 1k-5k polys), then switch to the highest sub-d level (5mil-10mil polys) to create the texture, normal map, etc...