I’m working on a model that I need to edit and export as an OBJ. Before editing, I get polypaint from the original texture and do all my mesh editing and colouring in polypaint. When I’m finished, I create a new texture from polypaint but the colouring on the polys become scrambled, like in the picture. I may be wrong but I believe this is because I trimmed off parts of my mesh, which messed up the UV map. Is there a way I can re-map the UV’s while preserving the colouring I have on my mesh, and convert that to a texture map? And if so, how? Thanks
Yes, you can.
- Go to subdivision level 1
- Use UV Master (or one of the UV mapping options in the Tool >> UV Mapping sub-palette
- Return to the highest level
- Convert from PolyPaint to texture
I’m pretty new to ZBrush so correct me if I’m doing something wrong but it doesn’t seem like I can use UV master because my computer crashes when I try unwrapping. If I use the UV Map sub-palette, I am not able to use PUV tiles and GUV tiles because those options also crash my computer. Planar, UV tile, cylindrical and spherical are not able to give me anything close to what my polypainted model looks like. With AUV tiles I am able to get close but it leaves a lot of the polygons unpainted, like in the picture I attached. Also, because this model does eventually have to be printed I am not subdividing my mesh, so I only have one subdivision level, I’m not sure if that changes anything. Do you have any suggestions for corrections for me? Thanks