ZBrushCentral

hp to lp texture colour

hope someone knows how to do this… I sculpted this guy out then just layed out some quick uv’s and re-imported to check the textures on the high poly. Now i’m working on a low poly but the uv layout will be fairly different.

Is there a way to transfer the texture colour of the high poly and get it to bake (?) onto the uvlayout of the low poly without to much compression or distortion? More or less how you’d bake a normal map to the low except with the current colour information on the mesh basically

Try importing your low res mesh, appending it as a subtool, dividing it --> Without smoothing <— and then press Project all button. That should work

You can also try xNormal

What ISK-86 said. Also, when you project the mesh make sure you have RGB on and at 100. That will grab the color data from the high.

cheers for the replies guys… still trying to get this low poly version done >_<

one thing i should prolly mention… the texture is still just a texture map (under the texture square, i just import it), it isn’t actually ‘painted on’ to the high poly mesh with colour if that makes sense. Hitting texture->colour or whatever seems to apply maybe 3 super blurry values across the mesh, hoping that has nothing to do with it :confused: (is there actually a difference between colour and texture?)

If you try to use Col>Txr while at a low resolution, you’ll get terrible detail. It must be used while at the highest level, where all the detail is. Also, your model must actually have UV mapping before the feature will work.

UV mapping doesn’t change as the model goes up in subdivision levels. A high resolution transfer with Col>Txr will still wrap just fine onto your low-res model. When you’re polypainting, you want a number of polygons equal to the number of useable pixels in the texture map. This varies depending on your UV’s, but as a general rule a 1 million poly model is equal to a 1K map, 3 million polys for a 2K map, and 10-12 million for a 4K map.

thanks again aurick, that’s pretty much everything i could hope to know on the subject, should turn out awsome :smiley:

That’s interesting. So if I have a 1 million poly figure I’ve polypainted, there isn’t much point in exporting a 2k map because I don’t have the fidelity in my polypainted geometry to warrant it.

That gives me a whole new kick in the butt to upgrade to a 64bit OS.