This has been stumping me for a while.
Has anyone good a good reliable workflow for adjusting/painting on a standard texture that’s applied to a model? In my field (games) you often need to work on a texture applied to a relatively low polygon mesh. It’s not that helpful to try and apply it as a polypaint because a) subdividing often doesn’t give as high a resolution as it needs (you’re working on, say, a 2048 by 2048 texture on a polypainted model up to 5 million - bits will look very pixolated once its extracted) and b) More importantly the game needs to see the low poly model as the shape it is when at level one - not the smoothed shape it becomes when subdivided. So lines that I paint as a curve will, for example, suddenly become odd.
I’ve ended up avoiding doing games model textures in zbrush more and more and doing most of my touching up work in 3dcoat which supports this feature fully as pixel painting. Has anyone managed to get this working decently in zbrush? Or is the push towards standard zbrush polypainting kind of blocking this workflow?