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Remeshing 3D text for polypainting

I created 3D text in ZBrush and want to polypaint but need more evenly spaced/sized polygons. Is there an efficient way to do this? With ZRemesher, I get evenly spaced/sized polygons but the edges get mangled unless I go to millions of polygons and then project details. Is there a way to preserve the bevels/outlines from the outset so I don’t end up with a text model that has to be 6 million polygons in order to have the same edges my 6000 polygon model had?

Image below is after zremesher at target polygon count at 100 and then I would have to keep dividing and projecting, but is there a better way?
The purple/green is the original 3D text.

Is there a way to get around all this by polypainting on a low res model without having to subdivide into tiny polygons?

Attachments

letters.jpg

I’ll do what I wanted this way if it works out:

https://www.youtube.com/watch?v=pJ5Gb7R_nqc

Is there a way to get around all this by polypainting on a low res model without having to subdivide into tiny polygons?

Polypainting is vertex colors, so one way or another you will need to add more vertices / tinier polygons for smaller detail when polypainting.

An alternative approach is to use Projection Painting instead of polypainting, which uses texture maps (so the end quality is determined by your UV layout and texture resolution, rather than how many vertices you have). Basically give your Tool a set of UVs and assign it a blank texture image with the resolution you want. Then you can drop the model to the document using Projection Master (shortcut G) and paint on it using the 2.5D brushes. When you pick the model back up (using G again), the result will be converted to the texture map rather than polypaint.

Good idea, Cryrid. Thanks.

Here’s the result I got with ZRemesher (with settings shown).

Thank you, Marcus. That is perfect.