I think the source of my problem is that even when I have RGB alone activated, the underlying topology is affected by the move brush (as if ZADD is on also). I first became aware something was wrong when I tried to replace the existing texture map that was applied to the same base mesh over in 3ds Max 2012 - this was the process where by I would check to see how changes made to polypaint in ZB would render in Max.
Anyway, because I still had the same identical UV’s on the mesh in both apps, altering the topology along with the polypaint effectively caused the polypaint to snap back into its original position (before using the move brush) according to the UV co-ordinates, defeating the purpose of making the change to the polypaint in the first place.
Does this make sense or have I just wandered off on a tangent? :lol:
What it comes down to is I need a way to move polypaint around without affecting the topology of the mesh.
Any thoughts?
Thanks.