Very frustrating. Ok first issue, the texture map. I did my model am as proud as a new dad at my accomplishment. Wasn’t my first but was one that I’m pleased with over-all. Ok I poly painted the model did a good job of coverage and did the entire paint job inside Zbrush in fact the entire job was done in Zbrush. I create a texture from polypaint from that option in the tools menu. The map appears as a thumbnail in Texture and updates in the canvas but when it appears it alters some of my polypainting for example the creatures claws loose their unique claw color and take on the body color and a few other changes around the texture map as far as painted details go vanishing or being replaced. I have tried doing the UV’s prior and after painting in UV master to see if it was that. Have tried using different map sizes IE: 1024x1024 etc, still no good. I always seem to loose something when trying to map the texture is there a problem that is evident with Zbrush on this or a work around?
Second Issue, Qremesher. I’ve tried to get some help with this one on the forum previously but unfortunately no one could give me any information that helped. I tried using a method from a guy on the Forums who uses decimation master first to bring his model down closer to the poly count he’s trying to achieve for an end result. He then uses Qremesher to dial in the right numbers and does his transfer of high details onto the result. I’ve tried this but I always I can never get reconstruct subdivs to work it always returns the erro that triangles are present in the model and will not do the operation of detail transfer. I have even used reprojecting higher subdivs to try and clean the mesh and then use Qremesher but I still have triangles somewhere or so it says. Anyhow, I need to get this model down in size is there a workaround method or another method of reducing a 30 million poly model into something more managable that does not require Qremesher or all 4 sided quads? I hate like hell to have to retopo the model, it’s such a waste of time.
Thanks for the help dudes,