i dont know to much or any of uv but after you work in Z3 you have to press auv or guv then enable UV.
This word are from the wiki page:
http://www.zbrush.info/wiki/index.php/Learn_to_Paint#The_Polypainting_Concept
With this in mind, polypainting a model and producing a texture map is a simple process.
- First, get a model. For this description, we’ll assume that you don’t need your UVs and can add them at the end of the process.
- Set your subdivision level to 1.
- Press Tool:Texture:Disable Uvs. This will delete your UVs. Make sure to have a back up OBJ file if you wish to use those UVs again.
- Subdivide the mesh to get the number of polygons needed to match the map resolution you have in mind.
- Paint the model, using alphas, masking, etc. Of course, you can sculpt at the same time you paint. Remember to turn on Tool:Texture:Colorize before starting to paint.
- Once painting is complete, create new UVs by pressing Tool:Texture:Auv or Guv. If you want to bring in UVs you made outside of Zbrush see Remapping UV Coordinates above.
- Set the resolution of your desired texture map with Texture:Width and Texture:Height.
- Create a new texture map at that size by pressing Texture:New.
- Press MRGBZ in the shelf and set RGB Intensity to 100.
- Press Tool:Texture:ColTxr. ZBrush will create the texture map, put it into the texture palette, and select it. You will now be viewing the model with the texture map applied.
- If you wish to continue Poly Painting the model, set the texture back to Texture Off. If you don’t do this, the new texture will be used to render the surface of the model, and you won’t see any effect from your painting.
Remapping UV Coordinates
Polypainting allows you to easily remap UV coordinates. This can be a major advantage if you find that, for some reason, the original UV mapping for your base mesh must be changed. Here’s how:
- A base mesh is imported. For simplicity, we’ll assume this mesh has UV coordinates applied already.
- The mesh is sculpted and painted, and a texture map is generated and exported.
- At some point, it becomes obvious that the original UV mapping is not satisfactory (perhaps it doesn’t give enough detail in some areas, or creases are visible). In your external application, a new UV mapping is generated and applied to the base mesh.
- The model is selected in ZBrush at the base mesh subdivision level, and the newly mapped external base mesh is imported over that base mesh. The imported base mesh, along with its new UV coordinates, replaces ZBrush’s base mesh for the model, but does not affect the polypainting of the model.
- You can now generate a texture map from the polypainted ZBrush model, exactly as before.
Some points to note:
- Importing the new base mesh may change the geometry of the base mesh in ZBrush. If you use Tool:Morph Target:StoreMT before importing, you can then use Tool:Morph Target:Switch to switch back to the original geometry.
Also, if you have an existing texture you need to remap, you can:
- Use Tool:Texture:TxrCol to polypaint the selected texture onto the model in ZBrush. Of course, the UV mapping of the model at this point must match the texture that was generated using that UV mapping.
- If you wish, use polypainting to sharpen areas, add details, etc.
- Remap the polypainting to a new texture map as described above.
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Andreseloy