Can someone unwrap this?


(Benedicts Forester) #1

This is my first sculpt project ever. I want to bring it into substance painter but I need to unwrap everything first. My computer isn’t strong enough to unwrap the face because it has ~6M tris and crashes instantly when I try to unwrap. Can someone do “smart UV projection” with the face please?
I have nvidia 1060 and 4 gb on it as well as 8gb of ram so it will probably need more than that to do this can someone help me?


#2

First of all show what you’ve got there and secondly think about retopology before unwrapping.


(Benedicts Forester) #3

Oh sorry I thought I already uploaded it
Here is the link:

I will look into retpology


(0rAngE) #4

i was intrigued to see why a model would need 4 mil.
oh boy. just decimate the hell out of it and you’ll be fine.

no offense, honestly i wouldn’t spend much time on this texturing/rendering and such. you sculpted an orc - nice. move on, just keep on sculpting. the more you do it, the better you get :wink:

if you’re really in love with that orc, grab the unwrapped mesh here


(Peter18) #5

When sculpting characters, you generally don’t use the sculpt to unwrap and texture. You would retopologise the dense mesh into something a lot more manageable. You unwrap that mesh, and Bake all of details from your high poly mesh into a Normal Map, and apply it to your new, lower poly count mesh.

Check YT for some retopology videos. It’s quite straight forward, although a basic understanding of half decent topology is still required.

Good luck :slight_smile:


(Vincent) #6

I am not a pro modeler yet, but i find that modeling a base mesh first and unwrapping it, better than sculpting right away, i first model a low poly base mesh(between 15k and 20k) i unwrap it and then make a duplicate for sculpting, again i am still not a pro artist, i am still learning so this method might be old school or useless, have a nice day.