Thx for the feedback illusionLAB &vidi !
@illusionLAB, great info on 'Launch UV Reference'
@vidi, Yes, I get the model can be loaded in Maya & UVs modified from there. The problem with that, I believe, is that once the UVs are adjusted in Maya's UV editor, this will break the link if I want to migrate back to CC3. My ultimate goal is to output my final models from CC3 taking advantage of its auto-rig/skinning & LOD export features.
My current line of thinking for a clean 'unbroken pipeline:
1. CC3: create base model
'GoZ' to Zbrush
2. Zbrush: Sculpt base model from CC3 & export new hi-res Normal/AO maps (these will be updated again later in Painter)
'GoZ' back to CC3
3. CC3: Apply updated Normal & AO maps to updated sculpt. Make any necessary adjustments to updated mesh as it relates to rig.
***((this is where I would like to make UV adjustments after the Zbrush sculpt may have 'stretched' UVs in certain areas))***
- EXPORT FBX for Substance Painter: (SubD mesh before export for Hi-Res workflow...this is only for texture creation in Painter.)
4. Substance Painter: Create new Hi-Res textures. Export 4K textures (Diffuse/Normal/AO/etc.)
5. CC3: Apply updated maps from Painter. (At this point the model should be finished, Textured and Rigged)
- EXPORT LOD FBX's: LOD-0 through LOD-6
So, you can see my conundrum where I would like to 'adjust UVs'. Is there a way to re-arrange my pipeline somehow to include UV adjustments before painting in Substance?
Any deep thoughts?
Stick with the flock, end up a lamb chop!
www.ShivooStudios.com