hi, i am new on this so any help i will appreciate. it is kind an urgent!!
here is the thing, i have a model that from a scan and there is its texture. its about 100k pollys. when i do sculpt it more than it can handle with the uv map or if i decimate or close holes or dynamesh it, the uv map is gone. so when i am done with the mesh i loose the texture and i must recreate the uv map to use the texture. i found some ways but at this high polly count it always crashes. and actualy, i have to divide it for really really higher pollys for detail. there is a way that uses uv master at the lowest sub div level but its still much higer than it can handle. uv master can take care with 3-5k pollys easily but 100k… and if i decimate it to lower pollys like 30k it can do it but i cant use the texture.
so here is the question… how can i use the texture after i did some changes on the mesh? i have to create a uv map but how?
ps: i dont want to divide the mash to its parts as little as possible to pollygroups cuz it takes sooooooo long time. i need a quick way!
thanks:)
I haven’t played around with textures but if it’s a 3d scan you could probably turn the texture into polypaint.
To convert a Texture into PolyPainting:
- Load the Model
- Load the Texture
- Divide the model so that its polygon count is close to your texture’s pixel count. If you don’t want to learn the math behind this just divide it as far as you can. If you want to learn the math, here is some info: a 2k texture map has 4 million pixels in it. Your UVs only use 70% or less of that space so the pixel count is close to 3 million.
- Press Tool > Polypaint > Polypaint From Texture
When you’ve done that I’d create a duplicate of the model, zremesh it and then reproject back the detail from the high poly model. Then I’d create a uv map for it and bake the polypaint onto it.
thanks for your answer, yeah i did this way but it crashes. because of the high polly numbers. if its low like under 30k its ok but above that its impossble, it crashes everytime i tried.