Hey all,
I've put this in the urgent forum as I am tight on time for evaluating 3D coat for our needs. have a few questions about working with multi-tile uvs within 3D Coat, I've had a watch of the hand full of videos on the topic but would like some assistance if you could be so kind.
I am working on a game at the moment and our engine supports multi-tile uvs for streaming textures - i want to megatexture our levels.
My ideal workflow is something along these lines:
1. voxel sculpt a landscape 2. retopo and unwrap in a multi-tile fashion (preferably as automated as possible)
3. bake the high poly (well, voxel) down to the low poly as a normal map 4. projection paint it with PBR materials i supply (probably use the supplied ones too ofc)
5. export the low poly (its still quite high poly lol) + the texture tiles in PBR metal format - Albedo, normal, metal, rough, height if possible per tile to send to the game.
The engine will accept the major multi tile formats (mari udim, mudbox, zbrush) so any of those will do for export.
Ideally i want to stay in 3D coat as much as possible - ideally the whole process. I'd also like to work in a way that doesnt leave me with a billion source files - i'd like to keep the high poly around so i can make changes and run through the above again. IDEALLY i'd like the texturing to happen on the high poly so that really, thats all i work with and i can pass it through autopo or something when im ready to send to game. I think thats possible with the micro vertex painting but i'm not too familiar yet.
Can anyone help?
Thanks in advance,
Peppe