ZBrushCentral

Game Art Creation (Transferring Textures from Hi-Res to Low-Res)

Hello,

Before I set out on a quest to create some next-gen game art using ZBrush, I wanted to ask a quick question. I understand how normal map project works from a hi-resolution piece of geometry (without UVs) to a low resolution piece of geometry (with UVs) but I was wondering if the same concept is applied for color/diffuse maps.

Should I only PolyPaint on my low-res model in ZBrush since that one will have UVs or will I be able to paint on the hi-res (which will have no or temporary UVs) and then transfer that over somehow?

I just don’t want to get started and hit a roadblock. Thanks in advance for the advice.

I’ll be using a mix of ZBrush, Maya, and experimenting with Topogun for the first time.

http://www.youtube.com/watch?v=YYMPO_5ThKQ
and
http://www.youtube.com/watch?v=Iq487iSCYGA

This is my set up for using xNormal, but what you bake in doesn’t matter.

Anyway, you can paint on either the LP (lowpoly) or HP (highpoly) meshes and transfer the data from one mesh to another. I prefer to work on my HP mesh so that I know where all of the details are, if you work on the LP mesh you have to work around and with your normal map to ensure you’re getting the right places for your diffuse, spec, etc. You can also bake out your AO pass(es) while you’re baking your diffuse and normal.

I hope this helps.

You can just paint on the high res and make it how you would like it to look. When you’re done painting, I would suggest setting up your UV’s using UV master and then if you want to tweak them in a way that plug-in won’t allow, use GoZ to edit further in MAYA or whatever you use.

When you have UV’s set up on your mesh, go to your model and put it to it’s highest resolution and then go to TOOL/TEXTURE MAP/NEW FROM POLYPAINT and it will give you your diffuse map. Make sure you are on the highest res because otherwise it will give a blurry version of the map based on whatever low poly subdivision you are on when making the map.

Following this, select CLONE TEXTURE from the same menu and it will be in your TEXTURE PALLATE ready for export. You can do all of this automatically with GoZ as well.

At least that’s how I do it… I hope that helps.

Awesome, thanks guys. I’ll take a look at these options. For polypaint transfer from a hi-res to a low-res model do the UVs need to be the same (aside from subdivision)?

Nope. The highpoly doesn’t even need uvs unless you’re going to use decimation master. If you do have uvs you can have a totally different set up as well as multiple uv sets and different maps for each part or section. I.e. Head, torso, arms, etc. Most of the time automatic unwraps from zbrush work just fine for the HP unwrap.