If I have a high resolution mesh, use zRemesher to create a low resolution mesh, what happens to the UV? Is there any way to preserve the UV to preserve a texture created in Mari or any other painting program outside of zBrush?
UVs are gone as geometry is totally different.
If you duplicate your original mesh and zRemesh that, you can unwrap your new mesh and project the original details onto the new mesh.
Sounds logical. It’s the projection side that seems foreign to me. The assumed, but strange, thing is that the UVs will not match if I create a new one with UV Master, which I’m sure you understand…this leaves little options but to paint in the same program where I reduce the mesh, I suppose. Just learning what’s possible.
Thanks!
Painting in the same application isn’t needed either. Any 3D software (that I can think of) can project 1 texture with UVs onto a completely different model and completely different UVs. This is assuming you’re making a good baking cage, etc.
http://wiki.polycount.com/NormalMap?highlight=(\bCategoryTexturing\b)
While this is based towards normal maps, the same basic principles apply to all texture types.
I haven’t seen this is true yet. I’ve tried Modo, zBrush, 3D Coat and Mari. I’ve checked all but the 3D Coat forums, so I’m open to schooling.
all of those applications can bake. I use everything in that list but mari. 2k for a texture solution is a bit steep.
Thanks beta_channel.
Okay. This is what worked -
I UVed the lower subdivided mesh using Atlas in Modo. Even though the UVs looked completely and utterly different (which was throwing me off and why I didn’t keep trying), the Back from Object to Texture worked! All I needed to do is make sure I setup the correct UV with the correct mesh in the Shader Tree - a BEAUTY!
I did try transferring the UVs from the high res to the low res mesh, but it didn’t work. Not sure why, but I’m thrilled I didn’t need to do that.