Thanks I will check but I’m pretty sure I wasn’t getting results. I was able to project a cavity onto itself through zmapper but after reading a few threads that came up through search it looks like projecting cavity detail onto another model is not implemented yet…
If I can’t do a cavity map I’d like to simply be able to project bump or diffuse information onto a low poly model.But I’d really prefer cavity detail over anything.
Right now I am having trouble painting a diffuse map to be used along side the normal map in a game engine because anything I paint in the diffuse looks to be competing with the normal map detail which has made this frustrating.
I am using two models in zmapper, the low poly has uvmap from 3dsmax and the high poly which has default zbrush uv information so obviously the only way I’d get what I want is through projection. I guess I could sit for many many hours painting in the pores and cracks and such by hand but its completely beyond tedious for me and the time I have for this project. If there was a way to render out the normal map so that it was just shadow information, that would be nice, but since it calculates for all rgb channels I get a texture with asymetrical shadows(if I were to use it for a diffuse texture)
I’m not sure if I’m missing a crucial step or what but it really doesn’t help when I can’t find help for the problem.