January 24, 2011
When I started doing game graphics, it took me a while to figure out how to get those fancy details from ZBrush into an in-game mesh. Well, here’s how I do it currently. This is not the only way to do it, but I think it works pretty well and gives you quite a bit of control on just how much detail you want to save. Please note that this is not a modeling, nor an UV unwrapping tutorial – I made this in quick & dirty fashion, so especially unwrapping is not optimal in this example. There are plenty of tutorials for unwrapping and modeling around the web.
January 23, 2011
There was a twitter-discussion this week on how to get distortion-free UVs for a sphere. At first I thought it was a trivial task, but when I tried it out I realized that a) I never had to unwrap a simple sphere before and b) it’s not as trivial as you would think.
So after a few trial-and-errors and some Googling, I came up with this workflow. It’s definitely not the only way to do that – as nothing usually is in modeling – but it gives fast and decent results. I cannot take credit for this, either – it is the result of a discussion and bases on other people’s tutorials.
