I know this is a reoccurring question, but after sifting though multiple threads I’ve come up with some interesting questions about why Projection Mapper is so finicky with causing blurry and low resolution textures after pick up.
I first hit up Auricks quick explanation/tutorial on topology found here
http://www.zbrushcentral.com/zbc/showthread.php?t=27680&page=1&pp=15
I tried it out and still got bad blurry textures using 3dplane plus a generic rock texture in Projection Master.
Then I got to remembering Kris Kosta’s Texturing tutorial found here.
http://www.zbrushcentral.com/zbc/showthread.php?t=030094
Kosta’s workflow doesn’t even seem concerned with matching the canvas pixel count to the texture’s pixel count. He rotates and resizes his model at whatever angle or size he wants. When he drops, texturing with 3dplane, then picks up again, his textures don’t seem to blur at all.
When I try Kosta’s method, my pickups blur everytime. Where is the discconect here? I’ve only been using zbrush for about 2 months now, and all this madness is enough to make you pull hair. Wouln’t have it any other way though.