View Full Version : High poly maps on low poly geometry

07-06-2011, 08:02 AM
I've been researching furiously trying to figure out how this is done. (I assume Zbrush handles this easily, but let's assume I've just got LW and free tools to work with)

Right now, I'm making quick low poly models in LW, pulling the OBJ into Sculptris and getting some very satisfying detail. So much faster than using either app for the whole process.

I'm not sure what people are doing at this point, though, to get such great looking results.

Do I project the maps from the sculpt back onto the original low poly model?
Or is it better to reduce the sculpt down to a lower poly count?
It seems like the UVs would get hopelessly mangled either way.
Or likely there's some better method I'm not thinking of...

I've spent the last week trying to find the right tutorial, youtube videos, or blog posts to make this clear, and while I learned some great stuff, none of it made this connection jump out at me. I think this is where my lack of formal education on the topic might be kicking me in the teeth.

Thanks for any pointers you might have in the right direction! (can't tell you how stupid I feel posting this question - I feel like I should have been able to discover the answer)

07-06-2011, 11:27 AM
Oh blarg. The answer is just "learn to use xnormal" - isn't it? Guess I should've waited another day to post a question. Too bad I can't delete it...

07-06-2011, 02:27 PM
Look on the bright side, you may have just answered it for someone else.

07-06-2011, 02:35 PM
Basicly you need to make a retopo if you object doesn't fit the sculpted one and make new UVs. And then Bake from high (sculpt) to low (retopo) with Xnormal or PB Texture Baker by Myagi.


07-06-2011, 04:10 PM
I'm having a wretched time trying to figure out how to keep the UVs through this process. Maybe that Myagi plugin is what I should be looking at. Thanks for that. This is probably what I get for insisting on learning with the free stuff instead of sucking it up and just buying a copy of Zbrush.

It wouldn't be any fun if it were simple, right? ;)

07-06-2011, 09:45 PM
I always try to stay away from the big boys... but in the end... I suppose I just can't win... *Darn that automatic desk... why does it have to be so... automatic!*

07-07-2011, 02:34 AM
if all you need is a low rez object with all the UVs and most of the detail you could reduce the polycount using Simplyfy mesh or QueemlossIII

But if you need to deform the mesh of the object during an animation this will not work well.

07-07-2011, 06:30 AM
Thanks for the links!

Is there a good workflow to achieve this without Zbrush - or does nobody really bother anymore? There's got to be a way to make & keep UVs consistent through the initial model & sculpt. Trying some tests today, but I'm noticing it takes a long time to test theories in this field. :)

07-07-2011, 07:05 AM
How about..

Start with a subpatch object
Make the UVs in lightwave. make sure UV interpolation is working correctly. save as .lwo.
Freeze, export as obj.
Paint/deform in sculptris
Save texture/bump/displace maps
Apply maps to subpatched .lwo in LW.

This would not always be ideal. You could choke Sculptris if you feed it large objects and UV interpolation could get messed up on low poly ones.

07-07-2011, 07:10 AM
http://www.newtek.com/forums/showthread.php?t=118579 Just found this

07-07-2011, 01:02 PM
http://www.newtek.com/forums/showthread.php?t=118579 Just found this

check my reply in the thread...