ZBrushCentral

Rigging, animation & original model

Hi there, hopefully someone may be able to help.

I created a simple model out of zSheres, sculpted and polypainted.

I then used the original zSpheres to create a rig and I have set up some basic motion in Layers and added this to the timeline… everything works.

However, since I used the low res mesh to animate with my rig I set the adaptive skin to the same subdivision level which transfers the sculpted details but the polypaint is missing. How do you go about getting the painted details across?

Chris

I assume I could create UV’s at a low subdivision then create a texture map at the high subdivision and then clone the texture. Then I guess I could use this texture of my polypaint to add to the new adaptive mesh? Haven’t tried this but seems logical in my mind.

Any help would be great as I’m still learning from books and the forums but not getting much on the specifics of animation with a zsphere rig inside zbrush and keeping the polypaint…

Chris

Yep that works, create the low res UV and AUV (auto UV), then create a hi res 4k texture map then set the adaptive mesh to the same subdivisions as the model used for rigging, hit ‘a’ and the details including the painting/sculpting get ported across.

Having sorted that out I should be able to now render my animation with everything working.

Not sure if this may help someone else sometime in the future but hopefully some of this info may come in handy.

Chris