ZBrushCentral

Transferring textures to new UV map

Hi everybody,

I have searched quite a bit before I found this link, hoping it answeres my question.
Aurik seems to have made a really interesting tutorial there about transferring textures.
Exactly what I am looking for.

However, the link seems to be leading nowhere anymore:
http://www.zbrushcentral.com/showthread.php?46947-Transferring-Textures-to-New-UV-Mapping

Well, my problem:
I need to transfer a high-res texture from one mesh and its UV set to the remeshed same mesh, which is virtually identical
but has a better topology and therefore new UVs.
The trick with using polypaint to transfer does not work for me since I need to maintain a very high level of texture detail.
(Which further subD levels would not allow)

Anyone a thought? Would be great.
Thanks in advance.

Regards.

PolyPaint is the only way to do it.

Keep in mind that a texture map is limited in how much data it can hold. A 4K map can hold AT MOST 16 million points of data. That’s because that’s how many pixels it has. In practice, it will be less because UV mapping typically leaves about 25% of the texture space outside the UV regions, so a 4K map will usually end up holding about 12 million points of data.

ZBrush can handle 12 million polys, unless your computer is really low end. So there’s no reason you shouldn’t be able to do what you want.

The process is to divide the textured model to where it has about as many points as your texture has used pixels. You then convert your texture to PolyPaint. Now append the new version of the model as a new SubTool. Divide it to have about the same number of points. Turn RGB on to tell ZBrush that you want to take color into account and then use Project All to copy the PolyPaint to the new version of the model. Hide the source SubTool to make sure that you like the results. If not, just Undo and then try again with different projection settings. (The settings are all by the Project All button.)

If there are any problem areas, you can use the Project brush to copy those details manually.

Once you’re happy with the results, set your texture size to match that of the original texture and then convert the PolyPaint back to texture.

Done!

Hi Aurick,

thanks a lot. Well then I´m going to experiment further with (much) higher SubDs.

Regards

Perhaps this tutorial could help

http://eat3d.com/free_zbrush_xnormal_pipe