UV sets? Shading groups? ??
hi,
Not sure if this is the right place for this question, but you folks here are usually pretty helpful...
I've been trying out autodesk's ReCap, and so far have been pretty pleased with the results. But now I've hit the inevitable snag -
The fbx or obj always has a strange setup regarding the texture and material; truth is I've not much knowledge of UV's, sets, shading groups or similar. My intention was to clear up the stray geometry, import to ZBrush and convert the texture to polypaint, do some extra sculpting and painting, retopologize in 3D Coat, UV the new mesh then project the polypaint to the new mesh/uv's.
Thing is I'm stuck in the gates as I don't know how to tackle this strange (to me) uv setup in maya in the first instance. I've no idea how to combine or keep the texture intact to make it robust enough to get into ZBrush (I can only apply one texture at a time in ZB) or to transfer it to new uv's or material. I've attached a screenshot of the node graph of the mesh and UV's as I really don't know where to start explaining the setup, hopefully someone can give me a heads up here.
thanks
j