ZBrushCentral

First Project -- Issues creating texture from polypaint

Hello, I have been trying to complete my first project in zbrush so that I can export to max.

My original bust was around 4mil poly but at some point down the road I idiotically deleted the subdivisions and kept working. So now I have a mesh I can’t subdivide.

When I tried to subdivide the mesh so that I could UV it and export to xnormal I got errors saying that it was “Unable to reconstruct subdiv” with no further explanation in the error.

My next thought was to try to simply export texture from polypaint in zbrush but it crashes every time I try.

My next thought was to use Multi Map Exporter but that failed too.

Next I tried to decimate the model, which worked. So now the bust is at something around 700k polys while still holding my details. However, texture from polypaint still crashes and unwrap uv map still crashes and guvtiles still crashes.

With the decimated bust I tried to reconstruct subdiv but it then gave me an error that there were triangles. If I try to fix that by merging into quads I get TONS of holes in the mesh.

Max can handle my non-decimated model, and I’m using a trial of VRay so all I want is to be able to export my maps so that I can try and make an attempt at life-like skin in vray.

Sorry if this was a bit of rambling

Have you take a look at “project all” function ?

Let say you have a model high poly (no subdivisions)
duplicate it, name one “Original” (high poly-no subD) & one you can rename “New” (or whatever)

  • then you can decimate if you want the ‘New’ one, or use ‘z-remesher’ or maybe ‘remesh all’ (like you want),
    result is you will have ‘New’ as low poly (loosing detail for now)

-Now use ‘project all’ function/button (‘original’ mesh has to be visible, and you select the ‘new’ mesh)

  • if you have polytpaint on original, it will ask you if you want to project it too: reply yes if you want to keep it
  • Then clic on subdivide
    -Clic on ‘project all’ again

-subdivide
-‘Project all’ again

-etc…
Until you reach the same level of detail (less or more the same amount of polycount)

Now you have ‘new’ mesh with all subdivisions, and all your details. You can use Uv master to re create uvs
Now, if you use “create from polypaint” in UV texture menu, you can export your polypaint to 3ds max with the new model.

I hope I was clear, and it feet to your problem.

ps: decimation master has an option where you can keep uvs

Thank you for the reply! I’ll be back in about an hour (have to feed some people) and I’ll see if that works!