ZBrushCentral

project color texture same way as normal map?

hey,
Is it possible to project the colour from the hipoly model to the lowpoly? the same was as the normal and cavity maps get projected?

the problem is that the colour map just doesn’t line up with the normal map when i bake it using zmapper.

I guess this is becuase the polt painting is just getting tranferred to UV’s instead of actually being projected.
Can’t it sample the colour information from the hipoly as well as the normal info?

any help would be much appreciated. work arounds or anythgin that you think could be useful.

cheers

Don’t use ZMapper.

Divide the destination model to have as many polygons as the source model and append it to the source as a SubTool. Now use the Tool>SubTool>Project All feature.

With Zadd turned on, sculpted details will be projected.
With Rgb turned on, polypaint will be projected.

Now convert the polypaint to texture. Then go to level 1 and create your normal map.

You can also clean up places where the projection wasn’t perfect, before you create the maps. That’s not possible with ZMapper, where if you don’t like the projection you’re stuck with it.

Rather than using Zmapper try using xNormal. I love zmapper but like you said, on curved or wavy surfaces it has a problem lining up the normals and the diffuse.

I made some vids on getting stuff like this out of xNormal, which uses the same projection cage for both the normals, ambiant, diffuse, etc.

http://www.youtube.com/watch?v=YYMPO_5ThKQ

There are two parts