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I'd guess that rigging a 10 mio mesh will be pretty much impossible in 3ds max / Maya / Blender. Their viewports are not built to handle such an insane polycoun
by fxtentacle 7y ago
I'd guess that rigging a 10 mio mesh will be pretty much impossible in 3ds max / Maya / Blender. Their viewports are not built to handle such an insane polycount.
Plus, I wouldn't know of any UV-mapping tool that can handle a 10 mio poly count.
- ImprobableTruth 7y agoWell, you could also use ZBrush for rigging. I think that multi res in Blender can work with up to 10 million polys (or maybe this is a work in progress?), but don't quote me on that. I don't see why you wouldn't just go for vertex colors instead of UVs. Polypainting works fine even at 10 million works in all tools I've worked with (zbrush, substance painter, 3dcoat). If there's some reason you'd want UVs, you could just bake them to UVs afterward.