ZBrushCentral

How to render a model with a texture and HD Geometry?? [resolved]

Hi there,

I have a model that has HD Geometry and is also polypainted. I applied the polypaint while being in “Sculpt HD” -mode.
I needed to make some major changes in on the polypaint, so I decided to make a texture map from the polypaint, make the changes in Photoshop and then render the model with the new texture applied. My problem now is, that even though the new Texture is “On” in the Texture Map tap, Zbrush renders the model with the (old) polypaint and not the texture map when I have HD Geometry activated in my render properties.

Is there a way around it or can I somehow apply the texture to the HD Geometry? Or do I really have to polypaint it all again in HD, which will take a while?

Hope the problem is understandable and there is a solution for it.

thanks in advance :slight_smile:

HD sculpting can’t use a texture. You can create textures from it, but not apply textures to it.

What you could do is clone the model to remove the HD levels. Then split the model into parts so that you can subdivide to get a number of points equal to what you had in HD. Now you can apply your texture to each SubTool and convert back to polypaint.

Your model will be in multiple pieces going forward, but you won’t have lost any of your work. Because the UV’s were created before splitting the model, each SubTool will contain part of the UV’s and your map will wrap fine. If you later want to convert polypaint back to texture, you can do so. You’ll then simply combine the multiple textures into a single map using Photoshop.

hey thanks, aurick. that was quick! :slight_smile:

what you suggested will definitely work for me in terms of the polypaint. the only thing I’m concerned about is that I’m loosing my hd information that I would like to have in the render. is there a way to transfer them to the model parts? or can I maybe project the polypaint information from the clone back to the hd geometry?

okay, I worked something out. I did the whole thing of splitting up the mesh into different parts, then subdivided them until they matched the polycount of the HD version, loaded the new texture onto the parts, appended each part to the actual model, went into HD mode and used the ZProject brush to project the new texture or just parts of it onto the HD geometry. Now I have the new texture and can keep my HD details on the actual model :slight_smile: