Trying to figure workflow (texturing and tesselate/turbosmooth)

Trying to figure workflow (texturing and tesselate/turbosmooth)

bioclone_ax45
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Message 1 of 6

Trying to figure workflow (texturing and tesselate/turbosmooth)

bioclone_ax45
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Hello, I have some thing on "low poly" but for the rendering I am interested on probably add tesselate x2 and turbosmooth x1...

 

The thing is... Im not too sure on how should I manage it... Would be ok, to leave it on low-poly, then unwrap it... and once unwrapped, use the modifiers on the textured prop? or the correct way would be add first the modifiers and later colapse them and unwrap said model?

 

Unwrapping the low-poly version makes it way easier to manage it but Im wondering if later something like the turbosmooth modifier will make the model texture/unwrapping fit well or totally out of place..

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Message 2 of 6

bioclone_ax45
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Or, in other words,some ways to achieve smoothing on polys but keeping the Unwraping in place? or is this just imposible at all?.

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Message 3 of 6

Anonymous
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The preferred workflow is to unwrap the low poly object and then use OpenSubdiv for subdividing on top.

Unlike Turbosmooth, the Opensubdiv modifier has controls for UV boundary handling.

Message 4 of 6

domo.spaji
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Well, unlike Opensubdiv,  Turbosmooth is fast, has controls for groups (Materials and Smoothing) handling, separate normals and geometry smoothing/relaxing.

Since UV boundary handling can be somewhat useful if subdividing, displacing  when rendering and that can be much slower than before, than, you know...

Beside, I dont know is it possible to really understand UV boundary handling and not to know how to deal that without that modifier.

And changes are not happening only on boundary.

Split copy of "main" mesh on uv boundary edges and tessellate it, relax with and without fixed borders, turbosmoth it...

That's exact 3d copy of 2d uv mesh

Message 5 of 6

domo.spaji
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If you tessellate mesh 2x, that should preserve not only mesh shape but complete topology so after Turbosmooth relaxing changes should be minimal.

Not so sure that "2x and 1x" is good option for smooth subdividing, though.

 

Anyway, you cannot make or figure workflow that way, on that bases.

Message 6 of 6

bioclone_ax45
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I suppose that the UVs get enough distorsion to just destroy an accurate conceiving of the textures... I presume something similar to this:

 

Tick Tank 0.9 alt.jpg

This is just a rough example and a "fast rendering" I did... not real textures at all...

 

Here I  did took the low poly shape, and added a multi sub-object Texture based on 2 basic materials (red and black)  the object itself doesnt have unwrapping, but were just architectural materials not based on maps at all So I guess is the same (for the example, not on the final version)....

 

later the multi sub-obj texture was applied, It has X2 tesselate and then X1 turbosmooth (I use the tesselate mostly to avoid creating "¿control edges?" so the smoothing gets limited into the borders what dramatically changes the chape into something more belivable when zooming in...

 

I really hate Unwraping to be honest, so I wanna make sure I dont waste time arround this (like doing different unwrappings for low poly and higher poly models of the same vehicle/model) to get models that are versatile and, If is possible allows me to keep the highest quality posible...

 

On the previous image, you can see how the "red color" that is on the hull of the vehicle doesnt keep where it should be, instead, when the turbosmooth gets applied (even with a previous X2 tesselate, that fits perfect) the red colour just gets distorsion, same I expect that would happen with an unwrapped model.

 

I want to get the same "smoothing results" but making sure the UVs used on the low poly and on the High poly are the same (and that fit reasonable, if not perfect) to both versions... however Im not sure how possible is this at all, I experienced also with MeshSmooth, played woth smooth or mixing things (tesselate + smooth; tesselate + mesh smooth; etc) but not getting ideal results... 

 

I didnt  tried OpenSubdivision, but It sounds like it may the way to go... however please if some of you know more methods that doesnt force me to highly modificate the mesh and achieve this will be welcome... I will try to get and learn about OpenSubD to check if it could work for what Im trying...

 

I cant wait to move into texturing (substance painter is waiting) but I want to get this solved before investing on textures... meanwhile im with rigging.

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