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Hello, My first post. Question about using UV's and Textures with Qremesher

Hello, Iam coming from Mudbox. I just discovered qremesher. Another thing just blowing me away about zbrush. I am going through as many tutorials on the qremesher function as I can find (searched quite a bit before asking these questions). But can not seem to find anthing about uv’s and textures while using qremesher. I do have couple quick questions (I will help others with questions when I get gain some knowledge)

  1. Is it possible to save the textures on a high rez model then after qremeshing apply the texture on the newly qremeshed model?. For instance I took the kotelnoff earth character guy thats in the projects folder and removed all the sub tools except the the main body (with the skin and 2 tatoo textures). I saved the texture in the highest rez mode. Then I qremeshed the character down to 20k. I then created new UV’s and applied the texture. Texture does not go on correctly. No matter which uv’s I have created. So basically my newbie question is after qremeshing a figure how to apply the original textures to the new qremeshed figure?.

  2. I can also by using decimation master reduce the character down to 20k and uv’s get saved in the process. I can add then add my original high rez texture that way. Both decimation master and qremesher seem very similar for reducing polys. What would the difference be from one to the other. I think qremesher for gamers would be a dream.

Thank you for any information.

The UVs would have to be nearly identical for the old texture to work. What you can do is bake the texture from the old model to the new model in a program like xnormal.

You could also convert the texture to polypaint on the old model (Tool: Polypaint: Polypaint from Texture). Once you have your duplicate model that has been qRemeshed and UV’d, you can subdivide it a few times and then try projecting the polypaint from the old mesh to the new one using Tool: Subtool: Project All with RGB on. Then you can turn that into a texture.

. I can also by using decimation master reduce the character down to 20k and uv’s get saved in the process. I can add then add my original high rez texture that way. Both decimation master and qremesher seem very similar for reducing polys. What would the difference be from one to the other. I think qremesher for gamers would be a dream.

The major difference is the resulting topology. Decimation Master isn’t going to care at all about the edgeflow, it’s just going to create an absolute mesh of triangles in an attempt to preserve as much of the final surface detail as it can. This makes it amazing for cutting down the size of a model before you retopologize it, use it to bake maps from in other programs, and send off to printers. However, its not good for meshes that need to be animated, or thrown into game engines. [/quote]

QRemesher on the otherhand, cares less about preserving all the surface details and instead aims to capture the overall form while giving you topology that is fit for sculpting or animation, along with added control of the edge flow. This makes it good for creating sculptable basemeshes as well as final meshes.

Thank you so much for your detailed response. What a great forum. That really helped on both my questions. Too bad there is not a keep uv’s feature in qremesher. But I cant complain because Iam looking at the beautiful poly results Iam getting. I will keep working with what you mention to get a qremesher uv texture workflow going. Since Iam coming from Mudbox and Mudbox has some stunning new features but qremesher and some of the other new features of 4r4 are beyond revolutionary in my opinion. I have lots of (fun) learning to do! :slight_smile: