vintorix opened this issue on Jul 07, 2011 ยท 89 posts
ghonma posted Fri, 08 July 2011 at 11:57 AM
It's fine if it's a scrap figure, i'm more interested in how you got rid of the stretch artifacts in the original mesh (you can see them in the wavy lines in the check pattern) I got rid of them by redoing the UVs on the retop mesh, but if there's an easier/faster way, it would be useful to know...
EDIT: Fine, in careful phrasing then, you stated that you could get UVs on your retop mesh in 5 minutes by following your method. I'm interested in knowing what the method is and what the UVs you get this way (by which I mean a texture mapped on those UVs as well as the UV map atlas itself) look like. And then compare it with the workflow people usually follow, which is to do the UVs, from scratch, after retops.
Is that clearer now ?