

If I’d known about the importance of the UVs earlier, I would have taken a better approach to some of the organic shapes, which are proving really horrible to cut. I spend some time trying to control the distribution and homogeneity of the texel density on my UVs – making better cuts, using tools that relax the UVs, and so on.

In Blender I’ve tried to make my task easier by using add-ons such as UV Layout, Texel Density Checker, Textools, Magic UV, and so on. I understand that UVs are transferable between software tools, something that’s surely evident to most 3D users already… And so I search for a way to bridge the different software tools, notably by using the GoB (Go Blender) plugin to rapidly exchange data with ZBrush. I discover in a tutorial that other software, such as Maya or Blender, is much more efficient for this type of work, as they include numerous options to reorganize, store, and classify UVs, therefore optimizing their distribution in the 2D space. No clean UVs means no texture!! A ïe aïe aïe !! I make a long round trip between ZBrush and Painter in an attempt to improve the UVs by small, successive touches.

I understand that the quality of the UV cuts will absolutely determine the quality of the texture. I find a lot of mistakes in the baking, and there are unacceptable errors with the UVs.
