ZBrushCentral

Maintain polypaint data during retopology?

Hey all,

I have a high rez model that I sculpted and painted using the new QRemesh (awesome feature by the way)

However, after painting him I realized I liked the character so much I want to have him rigged and animated. I’ve build a retopo OBJ in Topogun, but I’m not sure what the process is to transfer all the high rez detail and paint info over to this low poly obj. I’m not even sure if I can transfer the polypaint data, but I would imagine that there is some way to do it.

If anyone can give me tips on workflow I’d greatly appreciate it. It’s been a long time since I’ve done any retopo work and I just can’t remember the process. Thanks.

Hi there. Two options that come to mind:

One: Export the highpoly with it’s polypaint data as an OBJ, and use xnormal to read it and bake it into a texture for the retopologized mesh.

Two: Append the new mesh as a subtool to the sculpt, and subdivide the new mesh up so that it has a sufficient number of verts to hold the polypaint detail. Then use Tool: Subtool: Project All with RGB on to transfer the polypaint information to the new mesh.

Thanks. I didn’t realize that “project” worked with polypaint color values as well. That should do the trick.