So I was Originally started work in Zbrush using an existing mesh from it (layed out uvs in headus and reimported so it has uvs) then when Mudbox 2009 came around I wanted to test that (mistake number 1) so I exported a dense mesh into that and started working with it, found it sucked and couldn’t handle anything useful, exported back into zbrush and did some more sculpting, upressed a bit(from 4 to 16 mil) then I started painting saw that i didn’t have uvs about halfway through which i thought was odd since i had layed it out, but figured i could reimport the uvs and everything will be ok (mistake number 2). So I spent a good 20 hours painting And then I decided to extract a color map. I went to the lowest sub div. stored a morph target, enabled uvs and imported the obj to get my uvs back. That worked just fine, but it completely messed up all of my painting work and everything is out of whack. I’ve tried everything, I’ve even tried AUV tiles, but it didnt work and since the mesh is so high it froze doing the guv tiles. Is there anything I can possibly do, or do I need to start over and repaint 20 hours work of work?
Importing the original version with the UV’s again should have worked.
Regardless, what you can do is import the original as a new object and append it as a SubTool. Divide it to match the number of polys that the painted version has. Now turn on Draw>Rgb with Rgb Intensity 100 and press Tool>SubTool>Project All. This will copy the paint from the painted version to the UV’d version. Then you can convert that to a texture.
You are an unbelievable resource. Thank you so very much, it worked like a charm.
Jonathan