Solution 3: Keep all the points on the UV boards. This way the UV boards won't change at all, but it is only doable for personal projects like mine. When you are actually doing a project for a company, you will have polycount budget for a low poly model. You'll find the polycount will kill you if you keep all the points along the UV boards of such a high model.
If I didn�t have access to Zbrush, I would've used solution 3. I had seen a lot of amazing art work made in Zbrush and was very eager to learn how to use it. So I decided to take this chance to get to know it. I did a search on the internet and found some Zbrush tutorials. Here are the links (http://www.chinadv.com/forum/Web/Common/ReplyList.aspx?TopicID=532622 and http://www.chinadv.com/forum/Web/Common/ReplyList.aspx?TopicID=535009). The two tutorials are in Chinese. however, they have plenty of screenshots to help you understand even if you don't know Chinese. My plan was to use my high-poly model as a reference and sculpture the low one in Zbrush to a more detailed one. Here is a small tip: before importing the low-poly mesh into Zbrush, you should add some edges to make sure some parts can maintain certain volume after being subdivided in Zbrush. Also it is better to add some details at joint positions, such as knees, elbows, and knuckles. I didn't do this and paid for it later in Zbrush. Figure 6 shows the low-poly model subdived once in Zbrush. Figure 7 Some experiences about using Zbrush, please refer to figure 8. - When Sculpturing, "Std" and "Smooth" tools are most useful.
- You can use the "curve" to control the pressure distribution of you brush.
- You can turn off both "material" and "rgb" if you only want to change the model's surface topology. "Zadd" means pulling and "Zsub" means pushing.
Figure 8 I found it difficult to get surface very smooth in Zbrush even using a 100% pressure smooth brush. Maybe it was because I wasn't very familiar with Zbrush.
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