ZBrushCentral

Can I Polypaint directly onto an imported Texture Map (UV's)

Hi ZBC,

Yesterday I cloned a subtool with UV’s > polypainted the entire character > saved out the now painted UV’s as a PSD texture > loaded the original model and imported the PSD under Texture Map but now I cannot seem to polypaint directly onto the model.

With my “Texture On” I tried cloning the texture. I tried going to Polypaint > ‘Polypaint From Texture’ but nothing seems to allow me to polypaint in real-time anymore. At this stage, after loading a texture map am I only able to use Projection Master?

Thank you in advance :slight_smile:

*I apologize as I see there are multiple inquiries regarding polypaint issues and I did see some similar posts but couldn’t tell if it specifically related to my problem (or if the solution I’m “hoping” for does not exist).

Make sure there is not a texture map displayed on the model as this will cover up the polypainting. You can turn off a texture map by switching off the Tool>Texture Map>Texture On switch.

Hi Marcus,

I actually wanted to continue to update and Polypaint on top of that texture with UV’s (with it displayed). As it seems right now I am only able to Polypaint a new texture on the blank model (with the texture Off). Would you happen to know if it’s possible to paint on texture I have imported (with it active/visible)?

Thank you

Polypaint and texture maps are separate things. You can’t paint directly onto a texture map unless you use Projection Master (or with ZAppLink in Photoshop). So you need to turn off the texture map and add to the polypaint of your model before creating a new texture map from the polypaint.

Thank you for clearing up my confusion Marcus :slight_smile: I really appreciate the help. So it seems with my texture map/PSD already saved and loaded from the previous cloned subtool I had worked on, I will either have to update the texture with Projection Master/Photoshop or attempt to polypaint and start fresh on the blank UV’s of my original subtool.

I might be misunderstanding your intentions / problem; can’t you convert the texture to polypaint, and then continue painting on top of that (either directly, or as a layer) ?

Um, wow. Cryrid you are right and I could have sworn I attempted this last night with no success. So I just went Tool > Texture Map > Import (PSD), then Tool > Polypaint > Polypaint From Texture. Now it seems I can paint directly onto my texture. And most importantly, selecting Texture Map > New From Polypaint updates my texture atop my UV layout.

Are there any other details I could be missing? This seems to work great!

That’s basically it.

Converting a texture to polypaint should turn the texture map display off automatically (letting you instantly see the result and start polypainting), though it could be possible that this was sticking on. Other plausible scenarios could involve an extremely low RGB intensity (if you convert a texture to polypaint a 1-4%, it may look as if nothing has transferred), or even a hidden mask.

Although the problem area I’m running into is introducing layers. Do I have to bake down all preexisting layers before painting on top of texture map or before generating “New From Polypaint” because I seem to be getting some conflicting actions. Turning off the layer (created for paint) or clicking “New From Polypaint” (with the layer active) seems to remove/disable my imported texture and leave me with a blank model save for the new areas I’ve painted (or some very shiny artifacts around the new painted portions and an otherwise blank model).

Since I still need to polypaint over my original texture, are layers simply not meant to be used in this situation?

*This is still a solution considering I am able to update my texture map, I’m just not sure if there is a workaround for enabling more layers while painting on PSD maps.

NOTE: only occurs with ZTL that already has layers. If I bake down layers > then import texture > Polypaint From Texture > then I can successfully add new layers to paint. Does this sound accurate?