Once you have your low poly mesh modeled you should go ahead and unwrap the UV’s
So, I think you probably need to look at some UV tutorials as I think you might not quite understand what they are fully. Just know that they are a second set of coordinates for the vertices of a 3D model that flatten it out so you can put a 2D image onto the 3D object, you can have different configurations saved to a mesh in different channels and if you need to make a texture use a different channel then it’s possible to use the baking tools to render a new version of the textures so that they match the different channel. You’re not going to need to do that any time soon, right now I would focus on just learning the basics of UV mapping.
Alright got it Ill go look for a indepth foundation to UV mapping tutorial.
He is using a feature of Zbrush called Polypaint, it doesn’t paint to a texture but rather it colors the actual polygons themselves, after he is done painting it he has to render it to a texture (requires UV’s) so that it can be used in other programs. Polypainting is fast and easy, but is very limited in features, you have to have a high polygon count to get detail since each polygon can only be one color, and it doesn’t have the image editing tools that you would want like what Photoshop has.
Zbrush has an alternative texturing tool that paints directly to the textures, but–it’s not easy to use because it requires you to freeze the viewport (so you can’t rotate/pan/zoom) and then it paints over the viewport, when you unfreeze it then projects the stuff you painted onto the model from that perspective. It’s very slow since you have to freeze/unfreeze every time you want to change views.
Mudbox is better for texture painting, since you have a bunch of painting tools plus you can rotate/pan/zoom and it paints to the textures–same with and Substance.
So at the end of the day all his work still must be mapped…
And when you say polypainting is very limited in features, what features do you mean?
The high polygon count is also not a problem since at the end of the day we still need to bake the high poly’s texture onto the lower poly model anyway right?
It seems he can still get a very realistic face
and the only unique aspect is that he would be rendering the his painted polys to a texture, only later in the workflow.