@@jurandfantom Alright, well the thing I've been struggling with the most is how to properly uv complex things. I have a boot and I wanted to separate it in a specific way so that I could possibly alter the color tone of specific parts in Unreal using masks. I thought it would be a cool idea to add some variety to a single object while still maintaining its photo realism. I'm just not sure how well it will turn out yet. I've tried to get it to retopologize so that I can separate the bottom but its curved and no matter what I do the loop never fits the geometry. The other method I have tried is Polygrouping but it's kind of hard to get it perfect with these models. Maybe it doesn't really need to be perfect, I get caught up on the details. I know this is pretty long, but I just thought I would ask and see what your thoughts are on that?
Great video man, I found this very useful. I'm just getting into Photogrammetry myself.
Thanks. If you have questions, type them down and I will try answer them.
@@jurandfantom Alright, well the thing I've been struggling with the most is how to properly uv complex things. I have a boot and I wanted to separate it in a specific way so that I could possibly alter the color tone of specific parts in Unreal using masks. I thought it would be a cool idea to add some variety to a single object while still maintaining its photo realism. I'm just not sure how well it will turn out yet.
I've tried to get it to retopologize so that I can separate the bottom but its curved and no matter what I do the loop never fits the geometry. The other method I have tried is Polygrouping but it's kind of hard to get it perfect with these models. Maybe it doesn't really need to be perfect, I get caught up on the details.
I know this is pretty long, but I just thought I would ask and see what your thoughts are on that?
Very useful tutorial! I would love to see more photogrammetry/zbrush content :)
thanks. Didn't expect somebody find it :D