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Is it possible to use ZRemesher and retain polypaint information?

Hi,

Currently working on learning Zbrush.

I have sculpted and polypainted the pants in the image, and done a UV unwrap and texture, but discovered that there is a problem with the mesh when I try to export via GoZ - it causes ZBrush to crash. (I can export other textured models of equal or greater poly count no problem so I guess it is a problem with the mesh).

I am able to use Dynamesh and then apply the polypaint as a texture, but this has not solved the problem. So I tried to use ZRemesher, but when I do, the polypaint disappears… from other things I have read it seems like it is possible to use ZRemesher and retain the polypainting. This leads me to believe that there is something fundamental I am not understanding about polypaint and the UI.

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Screen Shot 2015-11-04 at 10.39.02 PM.jpg

hi,

I think you have to take a look at projection process with ’ project all ’
This means that before you use zremesher,
you would have to duplicate your subtool (the aim is to keep your polypaint informations safe in one subtool)
and then z-remesh the other one.

After you have zremeshed it, as you said, you will see no more polypaint.
So next steps would be to ’ project ’ the polypaint infos from the safe duplicated subtool to the new z-remeshed one.

It will give you back your polypaint, but not only, it will gives you back the sculpted details of the 'original safe subtool .
But as you can see, it is just the beginning because of z-remesher results in a subtoll without subdivision & low number of polygones.

So you will have to subdivide the zremeshed new subtool, project again,
subdivide, project,
subdivide, project,
until you reach the same amount of polygones numbers (more or less).

to resume:

  • duplicate
  • zremsh one of them (call it the new one if you want)
  • original subtool visible and with polypaint activated
  • select the zremeshed subtool:
    • "project all " (at this moment you will see polypaint and some details, all "blurried because of the low number of poly)
  • subdivide one time (on the same zremeshed subtool) and then:
    • project all (again)
  • subdivide & “project all”
  • subdivide & project all

until you see the same quality of details (sculpted and painted), means more or less the same amount of polygones.
It looks confusing but it will be clear after few try.

3 Likes

Thankyou so much markantonik for taking the time for the detailed answer! I had used the project all process for building the subdivision levels back in, but I didn’t realise it worked for polypaint. That works perfectly.

Following up, I just discovered why the GoZ function wasn’t working - there was a problem with mesh integrity that I discovered using the “check mesh integrity” button under the Geometry palette and then fixed - after that I could export via GoZ no problem. I just thought I would mention this in case another noob is having the same problem. Anyway I’ve learned several things from this…