Is that somehow possible? I have a mesh with several levels of subdivisions, while the top ones are fine my lowest one I noticed, is simply to high for what I need. I tried decimating a clone object but I don’t see any way to transfer UV’s to grab the poly paint from the higher resolution mesh… and trying to even unwrap the UV’s for it’s lowest subdivision appears to crash the program.
Depending on how that mesh was created, you may be able to get a lower subD level out of it via “reconstruct subdivision” in the Geometry palette. Otherwise…
Create a new low resolution version of the mesh that meets your needs, either by retopologizing it by hand (best results), or by remeshing your model at low resolution setting (easiest), to be UV’d as desired (if you were going to decimate the mesh, you’d have to re-UV regardless). Append that mesh to your original tool, subdivide it sufficiently to hold the color and detail, and with MRGB pressed, project the existing detail and color onto it via Project All. Now all that color and detail is tied to the new low res mesh with whatever UVs you assign to it.
Since you were willing to decimate the geo, you probably aren’t overly concerned with topology, so you’d probably be happy to settle for easy auto-generated mesh.
Project All…well that blows my mind. Looks like it’s exactly what I was looking for. I didn’t realize what it did so thanks a lot for that! In my case automatically decimating with Decimation Master and some Optimizer tweaks in Max worked well for what I needed but subdividing that result and sculpting did not seem to create nice results. So I was looking for a way to import/append and transfer since there’s apparently subdividing only works in one direction itself and this will should work perfect for that. Not incredibly speedy once you have millions of points but it does the job.
Again thanks, was hoping there was some sort of way to do this. Seemed odd there wouldn’t be.