I started out with a base mesh from MAX which is nothing special…roughly 500 polys with a basic UV unwrap on it which is used in a old game engine (Jupiter). My sculpt ended up being around 600,000 polys although I could really get away with 1 subdivision lower at 150,000 if I needed to. I wanted to use the ZProject method of texturing but I couldn’t figure out how to paint on the model until I deleted all my lower subdivision levels and this is what I ended up with:
[
]
This would work, but my UVs got deleted somewhere in the process and I was looking into what the best way would be to get my texture map and normal map out of Zbrush and back into 3DSMAX. I always save multiple iterations of a file so I opened another version of the head that is completely untextured in an attempt to use ZProject from the fully textured head (using a Flat Color Material) to the other head, but it won’t let me use ZProject while I have lower subdivision levels. I feel like I’m missing something crucial here, but all of the tutorials on the topic are for 3.1 so I’m limited in my references. Has anyone run into this issue and if they have how did you get around it?
)! I’ve been dabbling in Zbrush for a little while now, but I just never tried to texture anything inside of Zbrush so all of this stuff is new to me. It didn’t help that in the 3.5 release a lot of the stuff used for texturing has been “revamped” which is leaving me a little lost and confused.