ZBrushCentral

How To Create High Res Texture By Poly Painting

HI SIR can u guide me that how i can make a hight res texture by using
poly painting i tried but it only make 1024x1024 res map plllll
help me thanks

First create a new texture in Texture menu from size you want.

Then press Col>Text button.

If this fails (and yes, it has failed to me), save the tool, quit Zbrush and relaunch it. Load the Ztool, create the high texture and the press the Col > Text button.

Have lucky!.

thanks sir but it wount work pl tel if other option is there

that should work, post some images of your steps, or write them out.

polypaint the model
make sure
tool>texture>colorize is on (should see poly paint)
make a new texture of any color to your desired size (make it a square texture though)

your model should turn whatever color you have the texture as.
make sure rgb is on and set to 100

tool>texture> col>txr

that should give you your texture…unless you have no UV’s or you have over lapping UVs

…and remember that if you pushed “Disable UV”, the uvs aren’t disabled, they are destroyed. So you need reimport base model (with uvs) again (first load the high poly model, down to level one, and import the original lowpoly). And then, make the texture.

my steps as
1 I import the mesh
2 make textuter as needed
3 It got colred as color selected
4 now when i try to color it wont worked
5 in tool>texture>colorize is on but color is not working
6 when i click the col>text it makes the texture but 1024X1024
but i have made a 1048x1048
thats my proccess

Here is my basic work flow for polypainting with Zbrush 3.1 for PC

  1. The most important thing here is making sure your model has a Clean UV set of some kind. Even if its just an untouched automatic map created in Maya.

  2. After you have your model with a clean, non overlapping UV map, export the model as a .obj file.

  3. Load .obj file into zbrush. Now that we have a model with a good UV map we can be sure that our textures will stay true to what we see on our model in zbrush.

  4. Here is a rundown of settings that need to be turned on or off before u can get started

A) Colorize = On
B) Material = MatCap White (for truest color representation)
C) Zadd/Zsub =both Off
D) Rgb = On
E) Edit Mode = On
F) Draw Mode = On

  1. Use Different Brushes, Strokes, and Alphas to really get good detail. This step is all artistic ability. No real buttons to push or tricks.

  2. Ok now you are all done painting your Mesh. In the Texture box press Col>Txr. This takes what ever color is on the Mesh and applies it to that nice clean UV map.

  3. After thats done now u got to export that Texture into a .psd, .bmp, or .tiff. Here are the two big things to keep in mind here.

A) The Texture map might need to be flipped Vertically. (you can always do this later in photoshop)
B) Towards the Bottom of the Texture Window, You see settings called Width and Height with sliders under them. This Determines the resolution of the exported texture. its always a good idea to go with powers of 2. such as 512x512, 1024x1024, 2048x2048, 512x1024, etc.

  1. After you haved checked these 2 settings, Just hit Export in the same Texture Window and specify file path, file name, and file type.

This should do it unless I forgot something.

you need to have the texture you create active before you hit col>txr. So your model will look all one color. The texture is overwriting the polypaint. when your texture is activve, and the model is one color, hit col>txr. that will apply the polypaint to the texture you have applied. If you don’t have a texture active, then it will create a default of 1024.

And I hope you mean you need a 2048, not a 1048

thanku so much sir the tric has worked thanku so much