On YouTube and discussion boards there were only approaches that included exporting the textures to xnormals.
A friend of mine also told me it was not possible in ZBrush, but I could not believe that.
That is the reason why I am asking here.
With xnormal, you won’t have to export any textures for it to work. As long as you have an unwrapped lowpoly object and a polypainted sculpt, it will be able to quickly transfer the polypaint onto a texture. If you keep the window open along with zbrush and whatever model viewer/rendering program you’re using, then it can be pretty quick to get working previews.
ZBrush will let you preview diffuse textures onto a low poly model, but it doesn’t have any kind of shader system that a game engine would use (specular maps, normal maps)
When I try to use the hi-poly texture map on the lo-poly model in ZBrush, ZBrush tells me “Texture mapping requires UV Mapping. Apply UV Mapply or use Polypainting without UV Mapping”.
To solve that, I use UV Master to copy the hires UVs to the lowpoly model’s UVs.
When you copy and paste UVs this way, it’s essentially going to use the vertex number order of the mesh (so it will only correctly transfer on meshes that are 100% identical, according to how the cpu reads the model). Otherwise vertex #5 could be in completely different location, which will produce wonky UVs like you’ve seen.
It’s basically meant for using UV Master’s clone feature (which will drop the mesh to the lowest subdivision level, clone it, uv the clone, and then paste the UVs back to the mesh that has subdivision levels).