Unwrapping and Polygroups
Unwrapping and Polygroups
Unwrapping
Unwrapping the model was fairly straight forward as the model itself was fairly low poly and I just broke it down into simple shapes.
I made a single unwrap for the whole body for now just for a start, as this can be changed/adjusted later on when using the mesh.
Polygroups
To make it easier when sculpting in ZBrush, I cut up the model into different polygroups, so that each main part of the mesh can be separated easily. This is particularly handy when the mesh gets subdivided multiple times, as you're not having to view the whole model at once, which helps it run faster.







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