In this chapter, we've learned a lot about texture coordinates and modeling in-game meshes. We've covered in detail:
How to use the
.obj
format to exchange models, including texture coordinates between ZBrush and other applicationsHow to to keep the polygon count and the texture size at a minimum to increase performance
How to break down complex objects into smaller tasks
How to handle in-game meshes by keeping as many quads as possible because quads are easier to work with and lead to much cleaner results in ZBrush than triangles
How Unwrapping creates UV coordinates we can use to apply textures to our object
After completing the low-poly mesh, let's start sculpting our second game model right away, in the next chapter.