ZBrushCentral

Way to using UV texture as a guide to sculpt on HP?

Hey! i painted on a model with proper uv, i would like to bring this to Zbrush and sculpt based on painting’s guidelines. So far my solution was load the texture on a low poly base object, duplicate it and make it HP for sculpting, use the Transparent function to see the overlapping subtool behind as a guide. However, it ends up glitchy like a depth fighting surface, and not clear.

What is the best way for a such pipeline? Thank you in advance if you have a solution. I hope I was clear with what I wish to achieve.

Hi @Veysel_Kara ,

I don’t know what state your topology is in. If the topology is still well-distributed quads as opposed to heavily triangulated or decimated geometry, you can simply subdivide it then convert your texture to Polypaint.

Then the color information is baked into the verts of the model itself and your UVs and texture are no longer necessary. You can view the color information directly on the model itself in real time and use that as a sculpting guide.

If the model’s topology is suboptimal, it may need to be retopologized in order to produce good results when either sculpting or converting to Polypaint. The best topology for either of those tasks is well-distributed quads, as close to square shaped as possible.

Otherwise, there are various ways to work from reference in ZBrush.

:slight_smile:

Thank you for the suggestion and time. Once i tried that before my current solution and it ended quite glitchy with texture after converting to polypaint. Probably i failed with the topology issues you mentioned. It might be too late for me for the current project but i will use it on my next projects.

About the second link, it is not working for me, unfortunately. I will google it.

<3

For the sake of information, I ended up projecting reference images to the model from the sides via Draw panel.