I have been editing a figurine model for 3D printing in ZBrush. The model looks fine in ZBrush but when I export the OBJ and bring it into other programs, the triangle colouring is jumbled around. I have tried exporting using 3D Print Exporter and exporting the mesh and texture map separately, both give me the same result. I have not changed anything in the UV Map or Texture Map tabs during the editing process as I am quite new to ZBrush and am not sure how to work with any of those options. Any help would be great, thanks.
Alright so I figured out that the texture map had not been changed throughout the editing process, so I have an edited mesh combined with an unedited texture map, and the picture I have of the model in ZBrush is with texture off. When texture is turned on, the model looks exactly like the other picture. Is ZBrush able to apply changes to a mesh and its corresponding texture map simultaneously or am I using the wrong program for what I need?
You should be working with your color as PolyPaint rather than texture.
Textures are always dependent on the model’s UV’s which in turn depend on the model’s polygon structure. If you change the polys in any way you will automatically mess up part of the texture. What you’ve painted is also locked to the model’s UV’s and if the UV’s change then you’re in trouble.
PolyPaint does not have this limitation. After you edit your mesh you can simply redo the model’s UV’s and then convert the PolyPaint to texture.
If you’re working with texture you can convert to PolyPaint very easily. Just divide the model so that it has a number of polys approximately equal to the number of texture pixels. Then convert texture to PolyPaint. You can now discard the texture and do whatever you want to the model. This actually allows you to change the UV Mapping of a model without losing what you’ve painted. Convert the texture to PolyPaint, change the UV’s, then convert back to texture again.