ZBrushCentral

Texturing Low Poly Mesh

Hi everyone, I have a question I stumbled upon while learning to work with ZBrush and Maya and I hope you guys can offer a little insight.

After I sculpted the high res mesh and brought it over to Maya for Retopo, I have the Low res mesh unwrapped and ready for baking the normals.

However I thought to myself, how would I go about texturing the low res mesh then because all the details are now not physically on the UV map and it would be really impractical to try and figure out where every little bit of object went on the low res mesh.

Is there a revised workflow or any solutions that anyone can offer to this?
Appreciate all the help I can get! :slight_smile:

Import the low resolution mesh back into ZBrush. Append it to the high resolution version as a SubTool and divide it to have about as many points as your texture map will have pixels.

In the Tool>UV Map menu, set the desired texture size.

Turn on Draw>Rgb and turn off Zadd. Now set Tool>SubTool>PA Blur to a multiple of 8 and then use Project All to transfer the polypaint from your high res sculpt. There are other modifiers next to the Project All button to help give more control as well.

Now all that’s left is to use Tool>Texture Map>New From Polypaint to create your texture. Clone it out of the Tool palette to the Texture palette, flip it vertically and export it from ZBrush.

Done.

Hey Aurick, Appreciate the help I really do! :slight_smile:

Just to clarify some thoughts, using the same method, it’ll work even if the low res mesh is now 1 mesh and the high poly sculpt is consisted of several subtools right as long as I have the UV’s layout preserved ?

Thanks!