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Maintain color fidelity between texture & polypaint

Morning :). I messed up with my photogrammetry reconstruction program so I can no longer bake the original textures back onto my retopo’d mesh.

As such I need to texture -> polypaint -> project to new model -> create texture.

However I notice that there is a colour change between the original texture map & the polypainted version (when texture map is turned off - the colours seem to be darker). I guess this relies on the skin shader partly?

Is there anyway to make it so that the colours are exactly the same as the original texture map?

Here is what it looks like switching between the two:
color_fidelity

Hello @arumiat

If your mesh was polypainted with an embedded material, and the texture was created from polypaint, that material will be stored in the resulting texture as well. If the active subtool has a different material than the one embedded in the texture, there will be a visual shift when switching between the two. Either make sure the two materials match, or fill the object with the “Flat Color” material prior to creating the texture from polypaint. This will have the texture keep its color information but display whatever the active material is.

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Thanks @Spyndel.

The workflow has been:

  • mesh & texture generated in photogrammetry program
  • as I have not run a texture -> polypaint project yet in Zbrush, the mesh must have also had vertex color as part of its export from Reality Capture

Solution:

The above had the information I needed.

I

  1. filled the MRGB with flat color & pure white.

  2. colorized the model from the texture using both material & RGB channels (MRGB)

And I got the result I wanted - an exact color replica in polypaint from the texture itself.

I will now work on baking this polypaint data to the low res model, and then back out to a texture.

Appreciate the help as always.
flat color